UnityGameProjectsCode / RelianceGame / Mission Scripts / MissionLoad.cs
MissionLoad.cs
Raw
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;

public class MissionLoad : MonoBehaviour
{
    private string[] missionNames = new string[3] { "Level 1", "Level 2", "Level 3" };
    public int reward1;
    public int reward2;
    private InventoryManager invManager;
    private GameManager gameManager;
    private SaveFileManager saveMgr;
    private MissionGetSPWarning warningPanel;

    private void Awake()
    {
        invManager = GameObject.Find("Persistent Object").GetComponent<InventoryManager>();
        gameManager = GameObject.Find("Persistent Object").GetComponent<GameManager>();
        saveMgr = GameObject.Find("Persistent Object").GetComponent<SaveFileManager>();
        warningPanel = GetComponent<MissionGetSPWarning>();
    }

    public void LoadMission() //gets rewards off of mission and sends them to the inventory manager. After sending, loads mission
    {
        foreach (Transform child in GetComponentInChildren<Transform>())
        {
            if (child.gameObject.name == "Reward #")
            {
                string tempReward = child.GetComponent<TextMeshProUGUI>().text;
                reward1 = int.Parse(tempReward);
                invManager.tempRewards.Add(reward1);
            }

            if (child.gameObject.name == "Reward # 1")
            {
                string tempReward = child.GetComponent<TextMeshProUGUI>().text;
                reward2 = int.Parse(tempReward);
                invManager.tempRewards.Add(reward2);
            }
        }

        int randomMission = Random.Range(0, 3);

        if (warningPanel.SetPointsAndCheck() == true)
        {
            saveMgr.SendDataToSaveSystem();
            SceneManager.LoadScene(missionNames[randomMission]);
        }
        else
        {
            string missionName = missionNames[randomMission];
            warningPanel.SetupMissionInfo(missionName);
        }
    }

    public void GetDifficulty(TextMeshProUGUI targetText) //Gets the mission difficulty text off of the mission
    {
        gameManager.difficulty = targetText.text;
    }

    public void GetMissionTitle(TextMeshProUGUI targetText)
    {
        gameManager.missionName = targetText.text;
    }
}