Esempio n. 1
0
    /// <summary>
    /// Loads all primary objective info onto Objectives Overlay
    /// </summary>
    private void loadPrimaryObjective()
    {
        //Only run if primary objective list is populated
        if (LO.PrimaryObjectives.Count > 0)
        {
            //Check that current objective hasn't already been completed
            for (int i = LO.currentPrimaryObjective; i < LO.PrimaryObjectives.Count; i++)
            {
                Tuple <bool, LO.Objective> tempObj = LO.PrimaryObjectives[i];
                if (tempObj.Item1)
                {
                    LO.currentPrimaryObjective++;
                }
                else
                {
                    break;
                }
            }
            Tuple <bool, LO.Objective> currentObjective = LO.PrimaryObjectives[LO.currentPrimaryObjective];
            LO.Objective PrimaryObjective = currentObjective.Item2;

            if (PrimaryObjective.IconPath != null)
            {
                PrimaryIcon.sprite = Resources.Load <Sprite>(PrimaryObjective.IconPath);
            }
            PrimaryHeader.text         = PrimaryObjective.Name;
            PrimaryDescription.text    = PrimaryObjective.Description;
            PrimarySubDescription.text = PrimaryObjective.SubDescription;
        }
    }
Esempio n. 2
0
    /// <summary>
    /// Loads all locational objective info onto Objectives Overlay
    /// </summary>
    private void loadSecondaryObjectives()
    {
        //Retrieve list of secondary objectives for current location
        List <LO.Objective> secondaries = LO.SecondaryObjectives[GameManager.Sector];

        //Only run if secondary objective list is populated
        if (LO.SecondaryObjectives.Count > 0)
        {
            //Loop through the main secondary objectives
            for (int index = 0; index < 2; index++)
            {
                LO.Objective tempObjective = secondaries[index];
                if (tempObjective.Name != "")
                {
                    if (tempObjective.IconPath != null)
                    {
                        SecondaryIcons[index].sprite = Resources.Load <Sprite>(tempObjective.IconPath);
                    }
                    SecondaryHeaders[index].text      = tempObjective.Name + tempObjective.CheckCompletion();
                    SecondaryDescriptions[index].text = tempObjective.Description;
                }
                else
                {
                    SecondaryIcons[index].gameObject.SetActive(false);
                    SecondaryHeaders[index].gameObject.SetActive(false);
                    SecondaryDescriptions[index].gameObject.SetActive(false);
                }
            }
        }
    }
Esempio n. 3
0
    /// <summary>
    /// Loads all locational objective info onto Objectives Overlay
    /// </summary>
    private void loadLocationalObjectives()
    {
        //Retrieve list of secondary objectives for current location
        List <LO.Objective> secondaries = LO.SecondaryObjectives[GameManager.Sector];
        const int           OFFSET      = 2;

        foreach (SecondaryObjectives objectiveNum in Enum.GetValues(typeof(SecondaryObjectives)))
        {
            int          index         = (int)objectiveNum + OFFSET;
            LO.Objective tempObjective = secondaries[index];
            string       modifier      = tempObjective.CheckCompletion();
            SmallObjectiveNames[index - OFFSET].text  = tempObjective.Name + modifier;
            SmallObjectiveNames[index - OFFSET].color = modifier.Equals("[DONE]") ? completed : unCompleted;
        }
    }