public override void EndMission() { m_currenState = MissionState.SUCCESS; m_player.PlayerMissionManager.UpdateMission(this); //m_player.PlayerInventory.RemoveItem(m_groceries); Inventory inventory = m_player.PlayerInventory; // find the total number of food storage locations found int foodStoresFound = 0; for (int i = 0; i < inventory.Count; ++i) { if (inventory.GetItemByIndex(i) == m_food) { ++foodStoresFound; } } // report the number found GuiManager.DisplayStatusMessage("Mission Complete!\n\tFound " + foodStoresFound + " / " + m_totalFoodStores); // End the game GameManager.EndGame(); }
private void DisplayCurrentMissions() { //show the current missions if (m_missionList.Count > 0) { string currentMissions = ""; string completeMissions = ""; foreach (Mission m in m_missionList) { //add each mission to the appropriate list if (m.GetMissionState == Mission.MissionState.IN_PROGRESS) { currentMissions += m.GetInfo + "\n"; } else { completeMissions += m.GetInfo + "\n"; } } if (currentMissions != "") { GUI.Box(new Rect(0, 100, 150, 200), currentMissions); } if (completeMissions != "") { GUI.Box(new Rect(Screen.width - 150, 100, 150, 200), completeMissions); } } else { GuiManager.DisplayStatusMessage("No Current Missions"); } }
public void AddItem(InventoryItem newItem) { if (m_inventoryItems.Count < m_maxItemCount - 1) { m_inventoryItems.Add(newItem); } GuiManager.DisplayStatusMessage(newItem.ItemName + " obtained!"); }
/// <summary> /// Adds a new mission to the mission list, if a mission is not available or has already been started it will be skipped /// </summary> /// <param name="newMission">New mission.</param> public void AddMission(Mission newMission) { if (!m_missionList.Contains(newMission)) { newMission.BeginMission(); m_missionList.Add(newMission); } GuiManager.DisplayStatusMessage("New Mission Added!"); }