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This question was
closed Aug 04, 2018 at 07:11 AM by
hexagonius for the following reason:
besides "annoying", there's no proper description of the problem.
Question by
Goldenwarr · Aug 04, 2018 at 05:43 AM ·
scripting problem
GameObject.SetActive(true); Not working please help
please help me its really annoying me
using System; using UnityEngine; using UnityEngine.SceneManagement;
public class GameManag : MonoBehaviour {
bool gameHasEnded = false;
public float restartDelay = 3f;
public GameObject completeLevelUI;
internal static void CompleteLevel(string v)
{
completeLevelUI.SetActive(true);
}
public void EndGame ()
{
if (gameHasEnded == false)
{
gameHasEnded = true;
Debug.Log("GAME OVER");
Invoke("Restart", restartDelay);
}
}
void Restart ()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
Comment
Where are you getting your reference for that object? Remember that deactivated objects don't run any scripts.
the code is linked to a win screen UI so i would need to deactivate so it wouldn't I?
using System;
using UnityEngine;
using UnityEngine.Scene$$anonymous$$anagement;
public class Game$$anonymous$$anag : $$anonymous$$onoBehaviour {
bool gameHasEnded = false;
public float restartDelay = 3f;
public GameObject completeLevelUI;=
public void EndGame ()
{
if (gameHasEnded == false)
{
gameHasEnded = true;
Debug.Log("GA$$anonymous$$E OVER");
completeLevelUI.SetActive(true);
Invoke("Restart", restartDelay);
}
}
void Restart ()
{
Scene$$anonymous$$anager.LoadScene(Scene$$anonymous$$anager.GetActiveScene().name);
}
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