Trying to program two buttons to appear when the player in my game dies
Hello,
I am writing to ask for some assistance please. I am trying to program two buttons a Main menu and Exit button in my game to appear only when my player dies. I have been trying to define the gameobject list with,
public List<GameObject> menuButtonList = new List<GameObject>();
These are my scipts.
GameManager
//Awake is always called before any Start functions
void Awake()
{
//Check if instance already exists
if (instance == null)
//if not, set instance to this
instance = this;
//If instance already exists and it's not this:
else if (instance != this)
//Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager.
Destroy(gameObject);
//Sets this to not be destroyed when reloading scene
DontDestroyOnLoad(gameObject);
//Assign enemies to a new List of Enemy objects.
enemies = new List<Enemy>();
//Get a component reference to the attached BoardManager script
boardScript = GetComponent<BoardManager>();
//Call the InitGame function to initialize the first level
//InitGame();
}
// TODO: Uncommented Code
/// <summary>
/// Called when the level / scene has finished loading
/// </summary>
/// <param name="scene"></param>
/// <param name="mode"></param>
void OnLevelFinishedLoading(Scene scene, LoadSceneMode mode)
{
// Don't initialize game on main menu. That would be silly
if (scene.buildIndex > 0)
{
InitGame();
}
level++; // Increment after we have loaded level. Might be a better place to put this
}
// TODO: Uncomemnted code
void OnEnable()
{
SceneManager.sceneLoaded += OnLevelFinishedLoading;
}
void OnDisable()
{
SceneManager.sceneLoaded -= OnLevelFinishedLoading;
}
//Initializes the game for each level.
void InitGame()
{
//While doingSetup is true the player can't move, prevent player from moving while title card is up.
doingSetup = true;
//Get a reference to our image LevelImage by finding it by name.
levelImage = GameObject.Find("LevelImage");
//Get a reference to our text LevelText's text component by finding it by name and calling GetComponent.
levelText = GameObject.Find("LevelText").GetComponent<Text>();
//Set the text of levelText to the string "Day" and append the current level number.
levelText.text = "Day " + level;
//Set levelImage to active blocking player's view of the game board during setup.
levelImage.SetActive(true);
//Call the HideLevelImage function with a delay in seconds of levelStartDelay.
Invoke("HideLevelImage", levelStartDelay);
//Clear any Enemy objects in our List to prepare for next level.
enemies.Clear();
//Call the SetupScene function of the BoardManager script, pass it current level number.
boardScript.SetupScene(level);
// TODO: Removed initGame() from here. No need to call it twice
}
//Hides black image used between levels
void HideLevelImage()
{
//Disable the levelImage gameObject.
levelImage.SetActive(false);
//Set doingSetup to false allowing player to move again.
doingSetup = false;
}
//Update is called every frame.
void Update()
{
//Check that playersTurn or enemiesMoving or doingSetup are not currently true.
if (playersTurn || enemiesMoving || doingSetup)
//If any of these are true, return and do not start MoveEnemies.
return;
//Start moving enemies.
StartCoroutine(MoveEnemies());
}
//Call this to add the passed in Enemy to the List of Enemy objects.
public void AddEnemyToList(Enemy script)
{
//Add Enemy to List enemies.
enemies.Add(script);
}
public void ShowButtons()
{
foreach (var Button in buttons)
{
var gameOver = GetComponent<Exit2>();
Button.gameObject.SetActive(true);
}
}
//GameOver is called when the player reaches 0 food points
public void GameOver()
{
//Set levelText to display number of levels passed and game over message
levelText.text = "After " + level + " days, you starved.";
//Shows buttons on player's death.
var gameOver = GetComponent<Exit2>();
gameOver.ShowButtons("Main menu 2", "Exit2");
//Enable black background image gameObject.
levelImage.SetActive(true);
//Disable this GameManager.
enabled = false;
}
//Coroutine to move enemies in sequence.
IEnumerator MoveEnemies()
{
//While enemiesMoving is true player is unable to move.
enemiesMoving = true;
//Wait for turnDelay seconds, defaults to .1 (100 ms).
yield return new WaitForSeconds(turnDelay);
//If there are no enemies spawned (IE in first level):
if (enemies.Count == 0)
{
//Wait for turnDelay seconds between moves, replaces delay caused by enemies moving when there are none.
yield return new WaitForSeconds(turnDelay);
}
//Loop through List of Enemy objects.
for (int i = 0; i < enemies.Count; i++)
{
//Call the MoveEnemy function of Enemy at index i in the enemies List.
enemies[i].MoveEnemy();
//Wait for Enemy's moveTime before moving next Enemy,
yield return new WaitForSeconds(enemies[i].moveTime);
}
//Once Enemies are done moving, set playersTurn to true so player can move.
playersTurn = true;
//Enemies are done moving, set enemiesMoving to false.
enemiesMoving = false;
}
Exit2 Script
public GameObject menubuttonlist;
public List<GameObject> menuButtonList = new List<GameObject>();
unityGameObjects.Add();
void Awake()
{
// Get the buttons
menuButtonList ();
//buttons = GetComponentsInChildren<Button>();
// Disable them
HideButtons();
}
public void HideButtons()
{
foreach (var Button in buttons)
{
Button.gameObject.SetActive(false);
}
}
public void LoadByIndex(int sceneIndex)
{
SceneManager.LoadScene(sceneIndex);
}
public void Quit()
{
if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
else
Application.Quit ();
endif
}
I just want to make it so in my Gamemanager script under GameOver function is called the two buttons appear with what s already defined in the game PLEASE CHECK the lines in Gamemanager 162-194 and all of Exit2.
Any help will be greatly appreciated.
Thank you.
Sincerely,
N.R.
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