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 MissionStepsList; public void CheckIfComplete() { Debug.Log("Checkl if complete"); } public void Accept() { Status = MissionStatusEnum.Accepted; } public void Reject() { Status = MissionStatusEnum.Rejected; } }