void SetMission() { //Select Mission indexOfMission = UnityEngine.Random.Range(0, missionData.Count - 3); mission = new Missions(missionData[indexOfMission]); //Find MissionObject & Initiallize int cnt1 = mission.GetMissionCount(); missionObjects = new MissionObject[cnt1][]; for (int i = 0; i < cnt1; i++) { int cnt2 = mission.GetDuplicateObjectsCount(i); missionObjects[i] = new MissionObject[cnt2]; Vector3 playerPos = mission.GetStartPosition(); if (i != 0) { playerPos = missionObjects[i - 1][0].GetSD(); } for (int j = 0; j < cnt2; j++) { missionObjects[i][j] = new MissionObject(objectData, mission.GetObjectIndex(i, j), playerPos); } } mission.SetMissionPosition(missionObjects); for (int i = 0; i < missionObjects.Length; i++) { //Debug.Log(missionObjects[i].GetName()); } }
public void UpdateTarget() { Missions missions = MissionManager.GetComponent <MissionRead>().mission; if (player.GetComponent <PlayerMove>().isCompleteMision) { isEndMission = true; SetTarget(missions.GetEndPosition()); } else { for (int i = 0; i < missions.GetMissionCount(); i++) { if (!MissionManager.GetComponent <MissionRead>().mission.GetClearCheck(i)) { currentIdx = i; break; } } SetTarget(missions.GetMissionPosition(currentIdx)); } }