using System.Collections; using System.Collections.Generic; using UnityEngine; public class ScenePickerController : MonoBehaviour { [SerializeField] Transform verticalLayoutGroup; [SerializeField] GameObject SceneItemPrefab; public enum LoadType { TASK, SCENE }; [SerializeField] LoadType loadType = LoadType.TASK; public void SetUp() { while (verticalLayoutGroup.childCount > 0) { DestroyImmediate(verticalLayoutGroup.GetChild(0).gameObject); } if (loadType == LoadType.TASK) { foreach (AssignedTask task in System.Enum.GetValues(typeof(AssignedTask))) { if (task == AssignedTask.None) continue; if (task != AssignedTask.Clean && task != AssignedTask.Games && GameData.GLOBAL.tasksDoneToday.Contains(task)) { continue; } AssignedTaskInfo info = VNData.GetCurrentUnlockedVersionOf(task); if (info != null) { GameObject item = Instantiate(SceneItemPrefab); item.GetComponent().SetTaskFields(info); item.transform.SetParent(verticalLayoutGroup); } } } else { foreach (Dialogue dialogue in GameData.GLOBAL.viewedScenes) { if (!VNData.DIALOGUE_DESCRIPTIONS.ContainsKey(dialogue)) continue; GameObject item = Instantiate(SceneItemPrefab); item.GetComponent().SetSceneFields(dialogue, VNData.DIALOGUE_DESCRIPTIONS[dialogue]); item.transform.SetParent(verticalLayoutGroup); } } } }