Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by Mikal · Mar 10, 2020 at 09:19 AM · scripting problembooleantogglebool

How to enable/disable an Icon depending on the bool state of a toggle.

Hey guys so I have been trying to enable and disable icons in an action bar depending on whether or not a toggle is turned on in the previous scene. My approach: I have a lobby menu that has 12 abilities to choose from. You can choose up to 4 of these abilities. Each ability slot has a toggle component attached to it. I have a script that Is called GlobalDataManager this script is used between both the lobby menu scene and the the actual world scene. Inside GlobalDataManager I set up an array for gameobjects of each toggle and then declare 12 different toggle ID's as bools. I get the state of each toggle and if it is on then the matching toggle ID is set to true. I have a count down timer that when reaches 1 second should assign the toggles ID's and then after it reaches 0 seconds it loads the next scene. Inside the next scene I have a script Called UI Manager that checks the bool state of each toggle ID and then activates the ability icon dependent on the bool state. my problem is that when the world scene loads all the icons are turned on instead of the ones that were selected in the previous scene. Can someone explained to me what I am doing wrong.

Here is My Code. GlobalDataManager: using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI;

 public class GlobalDataManager : MonoBehaviour
 {
     public static GlobalDataManager Instance;
     private float timer = 60f;
     public GameObject[] toggleID;
     public bool toggleID1 = false;
     public bool toggleID2 = false;
     public bool toggleID3 = false;
     public bool toggleID4 = false;
     public bool toggleID5 = false;
     public bool toggleID6 = false;
     public bool toggleID7 = false;
     public bool toggleID8 = false;
     public bool toggleID9 = false;
     public bool toggleID10 = false;
     public bool toggleID11 = false;
     public bool toggleID12 = false;
 
     void Awake()   
     {
         if (Instance == null)
         {
             DontDestroyOnLoad(gameObject);
             Instance = this;
         }
         else if (Instance != this)
         {
             Destroy (gameObject);
         }
     }
 
     void Update()
     {
         timer -= Time.deltaTime;
         if (timer == 5)
         {
             AssignToggles();
         }
     }
 
     void AssignToggles()
     {
         if (toggleID[0].GetComponent<Toggle>().isOn = true)
         {
             toggleID1 = true;
         }
         if (toggleID[0].GetComponent<Toggle>().isOn = false)
         {
             toggleID1 = false;
         }
 
         if (toggleID[1].GetComponent<Toggle>().isOn = true)
         {
             toggleID2 = true;
         }
         if (toggleID[1].GetComponent<Toggle>().isOn = false)
         {
             toggleID2 = false;
         }
 
         if (toggleID[2].GetComponent<Toggle>().isOn = true)
         {
             toggleID3 = true;
         }
         if (toggleID[2].GetComponent<Toggle>().isOn = false)
         {
             toggleID3 = false;
         }
 
         if (toggleID[3].GetComponent<Toggle>().isOn = true)
         {
             toggleID4 = true;
         }
         if (toggleID[3].GetComponent<Toggle>().isOn = false)
         {
             toggleID4 = false;
         }
 
         if (toggleID[4].GetComponent<Toggle>().isOn = true)
         {
             toggleID5 = true;
         }
         if (toggleID[4].GetComponent<Toggle>().isOn = false)
         {
             toggleID5 = false;
         }
 
         if (toggleID[5].GetComponent<Toggle>().isOn = true)
         {
             toggleID6 = true;
         }
         if (toggleID[5].GetComponent<Toggle>().isOn = false)
         {
             toggleID6 = false;
         }
 
         if (toggleID[6].GetComponent<Toggle>().isOn = true)
         {
             toggleID7 = true;
         }
         if (toggleID[6].GetComponent<Toggle>().isOn = false)
         {
             toggleID7 = false;
         }
 
         if (toggleID[7].GetComponent<Toggle>().isOn = true)
         {
             toggleID8 = true;
         }
         if (toggleID[7].GetComponent<Toggle>().isOn = false)
         {
             toggleID8 = false;
         }
 
         if (toggleID[8].GetComponent<Toggle>().isOn = true)
         {
             toggleID9 = true;
         }
         if (toggleID[8].GetComponent<Toggle>().isOn = false)
         {
             toggleID9 = false;
         }
 
         if (toggleID[9].GetComponent<Toggle>().isOn = true)
         {
             toggleID10 = true;
         }
         if (toggleID[9].GetComponent<Toggle>().isOn = false)
         {
             toggleID10 = false;
         }
 
         if (toggleID[10].GetComponent<Toggle>().isOn = true)
         {
             toggleID11 = true;
         }
         if (toggleID[10].GetComponent<Toggle>().isOn = false)
         {
             toggleID11 = false;
         }
 
         if (toggleID[11].GetComponent<Toggle>().isOn = true)
         {
             toggleID12 = true;
         }
         if (toggleID[11].GetComponent<Toggle>().isOn = false)
         {
             toggleID12 = false;
         }
     }
 }


UI Manager: using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI;

 public class UIManager : MonoBehaviour
 {
     public GameObject globalDataManager;
     public GameObject[] abillityIcon;
 
     // Start is called before the first frame update
     void Start()
     {
         if (globalDataManager.GetComponent<GlobalDataManager>().toggleID1 = true)
         {
             abillityIcon[0].SetActive(true);
         }
         if (globalDataManager.GetComponent<GlobalDataManager>().toggleID1 = false)
         {
             abillityIcon[0].SetActive(false);
         }
 
         if (globalDataManager.GetComponent<GlobalDataManager>().toggleID2 = true)
         {
             abillityIcon[1].SetActive(true);
         }
         if (globalDataManager.GetComponent<GlobalDataManager>().toggleID2 = false)
         {
             abillityIcon[1].SetActive(false);
         }
 
         if (globalDataManager.GetComponent<GlobalDataManager>().toggleID3 = true)
         {
             abillityIcon[2].SetActive(true);
         }
         if (globalDataManager.GetComponent<GlobalDataManager>().toggleID3 = false)
         {
             abillityIcon[2].SetActive(false);
         }
 
         if (globalDataManager.GetComponent<GlobalDataManager>().toggleID4 = true)
         {
             abillityIcon[3].SetActive(true);
         }
         if (globalDataManager.GetComponent<GlobalDataManager>().toggleID4 = false)
         {
             abillityIcon[3].SetActive(false);
         }
 
         if (globalDataManager.GetComponent<GlobalDataManager>().toggleID5 = true)
         {
             abillityIcon[4].SetActive(true);
         }
         if (globalDataManager.GetComponent<GlobalDataManager>().toggleID5 = false)
         {
             abillityIcon[4].SetActive(false);
         }
 
         if (globalDataManager.GetComponent<GlobalDataManager>().toggleID6 = true)
         {
             abillityIcon[5].SetActive(true);
         }
         if (globalDataManager.GetComponent<GlobalDataManager>().toggleID6 = false)
         {
             abillityIcon[5].SetActive(false);
         }
 
         if (globalDataManager.GetComponent<GlobalDataManager>().toggleID7 = true)
         {
             abillityIcon[6].SetActive(true);
         }
         if (globalDataManager.GetComponent<GlobalDataManager>().toggleID7 = false)
         {
             abillityIcon[6].SetActive(false);
         }
 
         if (globalDataManager.GetComponent<GlobalDataManager>().toggleID8 = true)
         {
             abillityIcon[7].SetActive(true);
         }
         if (globalDataManager.GetComponent<GlobalDataManager>().toggleID8 = false)
         {
             abillityIcon[7].SetActive(false);
         }
 
         if (globalDataManager.GetComponent<GlobalDataManager>().toggleID9 = true)
         {
             abillityIcon[8].SetActive(true);
         }
         if (globalDataManager.GetComponent<GlobalDataManager>().toggleID9 = false)
         {
             abillityIcon[8].SetActive(false);
         }
 
         if (globalDataManager.GetComponent<GlobalDataManager>().toggleID10 = true)
         {
             abillityIcon[9].SetActive(true);
         }
         if (globalDataManager.GetComponent<GlobalDataManager>().toggleID10 = false)
         {
             abillityIcon[9].SetActive(false);
         }
 
         if (globalDataManager.GetComponent<GlobalDataManager>().toggleID11 = true)
         {
             abillityIcon[10].SetActive(true);
         }
         if (globalDataManager.GetComponent<GlobalDataManager>().toggleID11 = false)
         {
             abillityIcon[10].SetActive(false);
         }
 
         if (globalDataManager.GetComponent<GlobalDataManager>().toggleID12 = true)
         {
             abillityIcon[11].SetActive(true);
         }
         if (globalDataManager.GetComponent<GlobalDataManager>().toggleID12 = false)
         {
             abillityIcon[11].SetActive(false);
         }
     }
 }

What it looks like on play through. Lobby Menu: alt text

World Scene: alt text

lobbymenu.jpg (200.9 kB)
worldscene.jpg (150.3 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
â–¼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

297 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Toggle Gravity on button press 1 Answer

How to change the Bool for only a single prefab GameObject creating with Instantiate? 2 Answers

Toggle a bool on only one object at a time by tapping an object. 0 Answers

If statement not working 1 Answer

how do i get a boolean to switch to true only after i've pressed a key three times? 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges