private void SetupAvailableBountyUI() { for (int i = 0; i < availableBounties.Count; i++) { BountyUI newBountyUI = Instantiate(bountyUIPrefab, availableBountySpawn.position, Quaternion.identity, availableBountySpawn).GetComponent <BountyUI>(); newBountyUI.Setup(availableBounties[i]); } }
private void SyncActiveBounty(string bountyName, int progress) { if (activeBounty != null) { return; } for (int i = 0; i < availableBounties.Count; i++) { availableBounties[i].Reset(); if (availableBounties[i].bountyName == bountyName) { activeBounty = availableBounties[i]; activeBounty.bountyState = Bounty.BountyState.Active; activeBounty.progress = progress; BountyUI newBountyUI = Instantiate(bountyUIPrefab, activeBountySpawn.position, Quaternion.identity, activeBountySpawn).GetComponent <BountyUI>(); newBountyUI.Setup(activeBounty); } } ToggleView(); }