using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;


[Serializable]
[CreateAssetMenu(fileName = "New Mission", menuName = "Mission/New Mission")]

public class Mission : ScriptableObject
{
    [SerializeField]
    public MissionStatusEnum Status = MissionStatusEnum.None;

    [SerializeField]
    int CurrentStep = 0;

    [SerializeField]
    public List<MissionStepModel> MissionStepsList;

    public void CheckIfComplete()
    {
        Debug.Log("Checkl if complete");
    }

    public void Accept()
    {
        Status = MissionStatusEnum.Accepted;
    }

    public void Reject()
    {
        Status = MissionStatusEnum.Rejected;
    }
}