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