// Start is called before the first frame update void Start() { if (PersistentState.instance.hasMissionListBeenRefreshed) { int i = 0; foreach (RectTransform anchor in anchors) { Exploit exploit = Instantiate(exploitPrefab, anchor).GetComponent <Exploit>(); exploit.corpName = PersistentState.instance.availableMissions[i].corpName; exploit.corpID = PersistentState.instance.availableMissions[i].corpID; exploit.vulnerability = PersistentState.instance.availableMissions[i].vulnerability; i++; } } else { PersistentState.instance.availableMissions = new List <PersistentState.ExploitRecord>(); foreach (RectTransform anchor in anchors) { Exploit exploit = Instantiate(exploitPrefab, anchor).GetComponent <Exploit>(); exploit.RandomizeExploit(); PersistentState.ExploitRecord newRecord; newRecord.corpID = exploit.corpID; newRecord.corpName = exploit.corpName; newRecord.vulnerability = exploit.vulnerability; PersistentState.instance.availableMissions.Add(newRecord); } PersistentState.instance.hasMissionListBeenRefreshed = true; PersistentState.instance.SaveProgress(); } }