/// <summary> /// Creates a batch of <c>Level</c>s and adds them to this <c>World</c>. This function will save you /// a lot of time - instead of creating many levels one by one, you can create them all at once. /// </summary> /// <param name="numLevels">The number of <c>Level</c>s to be added to this <c>World</c>.</param> /// <param name="scoreTemplate"><c>Score</c> template for the <c>Level</c>s.</param> /// <param name="missionTemplate"><c>Mission</c> template for the <c>Level</c>s.</param> public void BatchAddDependentLevelsWithTemplates(int numLevels, Score scoreTemplate, Mission missionTemplate) { List <Score> scoreTemplates = new List <Score>(); if (scoreTemplate != null) { scoreTemplates.Add(scoreTemplate); } List <Mission> missionTemplates = new List <Mission>(); if (missionTemplate != null) { missionTemplates.Add(missionTemplate); } BatchAddDependentLevelsWithTemplates(numLevels, scoreTemplates, missionTemplates); }
/// <summary> /// Adds the given <c>Mission</c> to this <c>World</c>. /// </summary> /// <param name="mission">Mission to be added.</param> public void AddMission(Mission mission) { Missions.Add(mission); }
/// <summary> /// Determines if the given <c>Mission</c> is complete. /// </summary> /// <returns>If the given <c>Mission</c> is completed returns <c>true</c>; /// otherwise <c>false</c>.</returns> /// <param name="mission"><c>Mission</c> to determine if complete.</param> public static bool IsCompleted(Mission mission) { return(GetTimesCompleted(mission) > 0); }
public static int GetTimesCompleted(Mission mission) { return(instance._getTimesCompleted(mission)); }
public static void SetCompleted(Mission mission, bool completed, bool notify) { instance._setCompleted(mission, completed, notify); }
/** The following functions call the relevant instance-specific functions. **/ public static void SetCompleted(Mission mission, bool completed) { SetCompleted(mission, completed, true); }