using System.Collections; using System.Collections.Generic; using UnityEngine; public class EntityObjective : Objective{ List entityList; List spawnPointList; // Constructor public EntityObjective(Room objectiveCaller, List entityList) : base(objectiveCaller) { this.entityList = entityList; spawnPointList = objectiveCaller.GetSpawnpoints (); } // Activates the objective to start progresstracking public void Activate() { Random newRand = new Random (); foreach (Entity i in entityList) i.Spawn(spawnPointList[Random.Range(0, spawnPointList.Count)]); objectiveCaller.Lock(); } // Removes the entity from the list and completes the objective, if the list is empty public void Remove(Entity inputEntity) { entityList.Remove (inputEntity); if (entityList.Count == 0) objectiveCaller.Unlock (); } }