Game Development Reference
In-Depth Information
moving the GameObject in the list flagPrefabs at that slot, and adding it
to the flagInstances list as shown in the following code:
public List<GameObject> flagInstances;
5. spawnPoints is a list that holds the 10 potential spawn locations for flags in
this level as shown in the following code:
public List<GameObject> spawnPoints;
6. spawnPointsBackup is a copy of the previous list. This occurs once when
the game is run. The backup will be used to restore the spawnPoints list if
the mission is restarted as shown in the following code:
public List<GameObject>
spawnPointsBackup;
7. activeSpawnPoints is the list of five unique, selected SpawnPoints .
This list is populated from the spawnpoints list by choosing an index at ran-
dom, removing the GameObject in the SpawnPoints list, slow, and adding
it to the activeSpawnPoints list as shown in the following code:
public List<GameObject>
activeSpawnPoints;
8. Once the lists of selected spawnpoints and flagprefabs are filled, the
script initializes two missions.
9. The first one to be acquired is set to visible and active as shown in the fol-
lowing code:
Mission m = missionManager.missions[0];
m.activated = true;
m.visible = true;
m.status =
mission.missionStatus.MS_Acquired;
10. It is also given a displayName and description as shown in the following
code:
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