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Question by
waywardchicken · Jan 07, 2013 at 03:25 AM ·
loadinglevels
Need to alter script to load next level when level is completed
I'm having some trouble here. I'm really new at coding but trying to learn with a sample project. I have this demo script here for my game manager but I need to alter it so that when the player completes a level they can progress to the next one.
Can someone give me a hand with this?
using System.Collections;
using UnityEngine;
//List of all the posible gamestates
public enum GameState
{
NotStarted,
Playing,
Completed,
Failed
}
//Make sure there is always an AudioSource component on the GameObject where this script is added.
[RequireComponent(typeof(AudioSource))]
public class GameManager : MonoBehaviour
{
//Text element to display certain messages on
public GUIText FeedbackText;
//Text to be displayed when entering one of the gamestates
public string GameNotStartedText;
public string GameCompletedText;
public string GameFailedText;
//Sounds to be played when entering one of the gamestates
public AudioClip StartSound;
public AudioClip FailedSound;
private GameState currentState = GameState.NotStarted;
//All the blocks found in this level, to keep track of how many are left
private Block[] allBlocks;
private Ball[] allBalls;
// Use this for initialization
void Start()
{
Time.timeScale = 1;
//Find all the blocks in this scene
allBlocks = FindObjectsOfType(typeof(Block)) as Block[];
//Find all the balls in this scene
allBalls = FindObjectsOfType(typeof(Ball)) as Ball[];
//Prepare the start of the level
SwitchTo(GameState.NotStarted);
}
// Update is called once per frame
void Update()
{
switch (currentState)
{
case GameState.NotStarted:
//Check if the player taps/clicks.
if (Input.GetMouseButtonDown(0)) //Note: on mobile this will translate to the first touch/finger so perfectly multiplatform!
{
for (int i = 0; i < allBalls.Length; i++)
allBalls[i].Launch();
SwitchTo(GameState.Playing);
}
break;
case GameState.Playing:
{
bool allBlocksDestroyed = true;
//Check if all blocks have been destroyed
for (int i = 0; i < allBlocks.Length; i++)
{
if (!allBlocks[i].BlockIsDestroyed)
{
allBlocksDestroyed = false;
break;
}
}
//Are there no balls left?
if (FindObjectOfType(typeof(Ball)) == null)
SwitchTo(GameState.Failed);
if (allBlocksDestroyed)
SwitchTo(GameState.Completed);
}
break;
//Both cases do the same: restart the game
case GameState.Failed:
case GameState.Completed:
//Check if the player taps/clicks.
if (Input.GetMouseButtonDown(0)) //Note: on mobile this will translate to the first touch/finger so perfectly multiplatform!
Restart();
break;
}
}
//Do the appropriate actions when changing the gamestate
public void SwitchTo(GameState newState)
{
currentState = newState;
switch (currentState)
{
default:
case GameState.NotStarted:
DisplayText(GameNotStartedText);
break;
case GameState.Playing:
audio.PlayOneShot(StartSound);
DisplayText("");
break;
case GameState.Completed:
audio.PlayOneShot(StartSound);
DisplayText(GameCompletedText);
StartCoroutine(RestartAfter(StartSound.length));
break;
case GameState.Failed:
audio.PlayOneShot(FailedSound);
DisplayText(GameFailedText);
StartCoroutine(RestartAfter(FailedSound.length));
break;
}
}
//Helper to display some text
private void DisplayText(string text)
{
FeedbackText.text = text;
}
//Coroutine which waits and then restarts the level
//Note: You need to call this method with StartRoutine(RestartAfter(seconds)) else it won't restart
private IEnumerator RestartAfter(float seconds)
{
yield return new WaitForSeconds(seconds);
Restart();
}
//Helper to restart the level
private void Restart()
{
Application.LoadLevel(0);
}
}
Comment
Best Answer
Answer by RazorCut · Jan 07, 2013 at 04:11 AM
It looks as if you need to modify the two case statements so that "case GameState.Completed" does something different, so that it can load the next level, not level 0.
FYI, I'm on an iPad answering, otherwise I'd just show you directly. Sorry!