public void StartSetup() { laserPulse.localPosition = new Vector3(6.0f, 0.0f, 0.0f); missionTracker = space.gameManager.missionTracker; prefabPools = space.gameManager.prefabPools; transformSpace = space.transform; }
public override void Activate() { MissionTracker.SetCurrentMission(targetLevel); if (targetLevel.unlocked) { SceneManager.LoadScene(targetLevel.GetName()); } }
public void StartSetup() { rewardTransform = rewardImage.transform; missionTracker = gameManager.missionTracker; particles.startSize = particles.startSize * gameManager.scaleRatioX; particles.startSpeed = particles.startSpeed * gameManager.scaleRatioX; particles.gameObject.SetActive(true); gameObject.SetActive(false); }
/** * Initialize the MissionTracker with all missions. */ void Start() { // set the singleton if (mSingleton) { Debug.Log("Multiple MissionTrackers in scene - please limit to one."); } mSingleton = this; // populate missions and set initial values mMissionLog = new Dictionary <string, Mission>(); mCompletedMissions = 0; mGuardPoints = 0; mGuardIncorrectGuesses = 0; /*mMissionLog["statue_swap"] = new Mission( * "Replace the marked statue with a bugged replica.", * "We're picking up some electromagnetic interference. " + * "Enemy forces have planted listening devices somewhere on the premises!" * );*/ mMissionLog["HideMessageInBookshelf"] = new Mission( "Plant critical intelligence in the designated book.", "One of the staff saw someone suspicious over by the bookcases. " + "The enemy moves among us." ); mMissionLog["BugBust"] = new Mission( "Plant a bug on the bust.", "One of the staff saw someone suspicious over by the bookcases. " + "The enemy moves among us." ); mMissionLog["CheckPlant"] = new Mission( "Check for secrets hidden in the plant.", "One of the staff saw someone suspicious over by the bookcases. " + "The enemy moves among us." ); /*mMissionLog["bathroom_kill"] = new Mission( * "Assassinate Knight-Captain Brystol in the bathroom.", * "Our men found Knight-Captain Brystol dead in the bathroom. " + * "The enemy must be stopped!" * );*/ /*mMissionLog["npc_dance"] = new Mission( * "Dance with Duchess Castra to distract her momentarily.", * "The peace talks progress poorly. Duchess Castra keeps getting distracted on the dance floor. " + * "Could this be a strategy of our enemies?" * );*/ mMissionLog["TellSecret"] = new Mission( "Trade intelligence with another spy at the party.", "One of our staff members spotted two individuals exchanging a secret. " + "Enemy infiltrators abound." ); /*mMissionLog["spike_punch"] = new Mission( * "spike_punch", * "Lower the inhibitions of those in attendance by spiking the punch.", * "Several of our guests have become extremely intoxicated. Our catering staff insist " + * "that the punch was non-alcoholic, so we have determined that this must be the plot of " + * "enemy agents." * );*/ UpdateMissionLog(); StartCoroutine(DisplayMission()); }