using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class AchievementDebugPanel : MonoBehaviour { public InputField numberInput; public Dropdown achivementsDropdown; public Text currentProgressText; public Button addProgressButton; public Button resetButton; public int defaultAchievement; private List achievementsNames = new List(); private void OnEnable() { } private void Start() { for (int i = 0; i < AchievementManager.Instance.achievements.Count; i++) { achievementsNames.Add(AchievementManager.Instance.achievements[i].nameId); } achivementsDropdown.ClearOptions(); achivementsDropdown.AddOptions(achievementsNames); achivementsDropdown.value = defaultAchievement; addProgressButton.onClick.AddListener(AddAchievementProgress); resetButton.onClick.AddListener(Reset); } private void Update() { int value = achivementsDropdown.value; currentProgressText.text = AchievementManager.Instance.achievements[value].progressCurrent.ToString(); } private void AddAchievementProgress() { int result = 0; if (!int.TryParse(numberInput.text, out result)) { result = 100; } int value = achivementsDropdown.value; result += AchievementManager.Instance.achievements[value].progressCurrent; AchievementManager.Instance.achievements[value].SetAchievementProgress(result); } private void Reset() { int value = achivementsDropdown.value; AchievementManager.Instance.achievements[value].ResetAchievement(); } }