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; } }