using System.Collections.Generic; using UnityEngine; using TMPro; public class ObjectiveManager : MonoBehaviour { [System.Serializable] public class Objective { [TextArea] public string text; public bool completed; } public static ObjectiveManager Instance { get; private set; } [Header("UI")] public TextMeshProUGUI objectiveText; // Assign a TMP Text in Canvas [Tooltip("Prefix/suffix for visual flair")] public string prefix = "Objective: "; public string completedPrefix = "✔ "; public string incompletePrefix = "• "; [Header("Data")] public List objectives = new List(); public int activeIndex = 0; // Which objective is currently shown public bool autoAdvanceOnComplete = true; void Awake() { if (Instance != null && Instance != this) { Destroy(gameObject); return; } Instance = this; } void Start() => RefreshUI(); // ----- Public API ----- public void SetSingle(string text) { objectives.Clear(); objectives.Add(new Objective { text = text, completed = false }); activeIndex = 0; RefreshUI(); } public void SetList(IEnumerable list, int startIndex = 0) { objectives.Clear(); foreach (var s in list) objectives.Add(new Objective { text = s, completed = false }); activeIndex = Mathf.Clamp(startIndex, 0, Mathf.Max(0, objectives.Count - 1)); RefreshUI(); } public void SetActive(int index) { activeIndex = Mathf.Clamp(index, 0, Mathf.Max(0, objectives.Count - 1)); RefreshUI(); } public void MarkComplete(int index) { if (index < 0 || index >= objectives.Count) return; objectives[index].completed = true; if (autoAdvanceOnComplete && index == activeIndex) Advance(); RefreshUI(); } public void Advance() { // Jump to next incomplete objective if any for (int i = activeIndex + 1; i < objectives.Count; i++) { if (!objectives[i].completed) { activeIndex = i; RefreshUI(); return; } } // Nothing left → keep last shown as completed RefreshUI(); } public void RefreshUI() { if (objectiveText == null) return; if (objectives.Count == 0) { objectiveText.text = ""; return; } var o = objectives[Mathf.Clamp(activeIndex, 0, objectives.Count - 1)]; var statePrefix = o.completed ? completedPrefix : incompletePrefix; objectiveText.text = prefix + statePrefix + o.text; } }