public void CreateMyAsset() { MissionInfoSC asset = ScriptableObject.CreateInstance <MissionInfoSC>(); UnityEditor.AssetDatabase.CreateAsset(asset, "Assets/Resources/UpgradeLevelRewards/" + "Level" + ".asset"); UnityEditor.AssetDatabase.SaveAssets(); }
private void Awake() { missionInfoSC = RewardManager.Instance.currentMissionInfoSC(); questGroups = missionInfoSC.questList .GroupBy(u => u.groupID) .Select(grp => grp.ToList()).ToList(); CreateMissionsTab(); }
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(); }
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; } }
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); } } }