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This question was closed Aug 07, 2017 at 04:42 PM by FortisVenaliter for the following reason:

Problem is not reproducible or outdated. No question included.

avatar image
-1
Question by moetonik · Aug 07, 2017 at 07:18 AM · delayinvoke

Help needed in invoke method... im trying to make the invoke delay start of the next scene but i couldn't?

using UnityEngine; using UnityEngine.UI; using System.Collections; using UnityEngine.SceneManagement;

public class PlayerController : MonoBehaviour {

 public float speed;
 public Text countText;
 public Text winText;

 private Rigidbody rb;
 private int count;
 private bool onGround = false;

 void Start ()
 {
     rb = GetComponent<Rigidbody>();
     count = 0;
     SetCountText ();
     winText.text = "";
 }

 void FixedUpdate ()
 {
     float moveHorizontal = Input.GetAxis("Horizontal");
     float moveVertical = Input.GetAxis ("Vertical");

     Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);

     rb.AddForce (movement * speed * Time.deltaTime);

     if (Input.GetKeyDown(KeyCode.Space) && onGround == true) {
         Vector3 jump = new Vector3 (0.0f, 400.0f, 0.0f);

         rb.AddForce (jump);
     }
 }

 void OnTriggerEnter(Collider other) 
 {
     if (other.gameObject.tag == "winText") {
         Invoke ("minigame2", 100.0f);
     }
     

         if (other.gameObject.CompareTag ("Pick Up")) {
             other.gameObject.SetActive (false);
             count = count + 1;
             SetCountText ();
         }
         if (count == 14)
             {SceneManager.LoadScene("minigame2");

         }
       

 }

 void OnCollisionEnter(Collision other)
 {
     if (other.gameObject.tag == "Ground") {
         onGround = true;
     }
 }

 void OnCollisionExit(Collision other)
 {
     if (other.gameObject.tag == "Ground") {
         onGround = false;
     }
 }

 void SetCountText ()
 {
     countText.text = "Count: " + count.ToString ();
     if (count >= 14)
     {
         winText.text = "You Win!";
     }

 }

}

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