public override void CopyValues(ScrObjLibraryEntry other) { base.CopyValues(other); MissionEntry mission = (MissionEntry)other; mapLocation = mission.mapLocation; mapDescription = mission.mapDescription; maps = new List <MapEntry>(); for (int i = 0; i < mission.maps.Count; i++) { maps.Add(mission.maps[i]); } squads = new List <SquadGroup>(); for (int i = 0; i < mission.squads.Count; i++) { squads.Add(mission.squads[i]); } duration = mission.duration; unlockReq = mission.unlockReq; unlockDay = mission.unlockDay; squadSize = mission.squadSize; characterReq = mission.characterReq; clearedMission = mission.clearedMission; reward = mission.reward; }
public void OnCollisionEnter(Collision other) { // if other is player if havent started if another isnt already if (other.gameObject.tag == "Player" && unloaded == null && !isCracking) { playerUnlocking = other.gameObject.GetComponent <Unlocking>(); navMeshAgent = other.gameObject.GetComponent <UnityEngine.AI.NavMeshAgent>(); unloaded = Instantiate(loadingPrefab, FindObjectOfType <Canvas>().transform).GetComponent <Image>(); loaded = new List <Image>(unloaded.GetComponentsInChildren <Image>()).Find(img => img != unloaded); } else if (other.gameObject.tag == "Player" && !isCracking) { playerUnlocking = other.gameObject.GetComponent <Unlocking>(); navMeshAgent = other.gameObject.GetComponent <UnityEngine.AI.NavMeshAgent>(); } }
public override void ResetValues() { base.ResetValues(); mapLocation = MapLocation.UNKNOWN; mapDescription = ""; squads = new List <SquadGroup>(); maps = new List <MapEntry>(); duration = 1; unlockReq = Unlocking.TIME; unlockDay = 1; unlockDay = 99; characterReq = null; clearedMission = null; reward = new Reward(); }
public void OnCollisionExit(Collision other) { navMeshAgent = null; isCracking = false; playerUnlocking = null; }