public void CreateMyAsset()
    {
        MissionInfoSC asset = ScriptableObject.CreateInstance <MissionInfoSC>();

        UnityEditor.AssetDatabase.CreateAsset(asset, "Assets/Resources/UpgradeLevelRewards/" + "Level" + ".asset");
        UnityEditor.AssetDatabase.SaveAssets();
    }
Esempio n. 2
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    private void Awake()
    {
        missionInfoSC = RewardManager.Instance.currentMissionInfoSC();

        questGroups = missionInfoSC.questList
                      .GroupBy(u => u.groupID)
                      .Select(grp => grp.ToList()).ToList();
        CreateMissionsTab();
    }
Esempio n. 3
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    public void CreateMyAsset()
    {
        MissionInfoSC asset = ScriptableObject.CreateInstance <MissionInfoSC>();

        var _name = missionList.Count < 10 ? "0" + (missionList.Count + 1).ToString() : (missionList.Count + 1).ToString();

        UnityEditor.AssetDatabase.CreateAsset(asset, "Assets/Resources/Missions/" + "Level" + _name + ".asset");
        UnityEditor.AssetDatabase.SaveAssets();
    }
Esempio n. 4
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 private void Update()
 {
     ActiveCurrentQueue();
     if (IsAllMisssionComplete() && !loadNextLevel)
     {
         Debug.Log("<color=green>Mission OComplete</color>");
         RewardManager.Instance.LoadNextMission();
         loadNextLevel = true;
         missionInfoSC = RewardManager.Instance.currentMissionInfoSC();
         CreateMissionsTab();
         currentQueue = 0;
     }
 }
Esempio n. 5
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 public void SetLevel(int index)
 {
     questIndexCounter = -1;
     foreach (Transform item in missionPos.transform)
     {
         Destroy(item.gameObject);
     }
     missionInfo = missionList[index];
     if (missionInfo.questList != null)
     {
         foreach (var item in missionInfo.questList)
         {
             AddMission(false);
         }
     }
 }