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Question by Razputin · Dec 15, 2014 at 05:26 PM · guiplayerprefselseelse if

How to use multiple else if statements C#

Everytime I click the GUI I make it loads the first level "Castle1" when it should be loading either "Castle2" or "Castle3". I'm assuming this has something to do with the fact that I'm not using Else If correctly, but how exactly do I use it if I need to use several of them in succession?

     if(LevelTwoComplete == false &&(PlayerPrefs.GetInt("Castle1Clear")==0)&&(PlayerPrefs.GetInt("Castle2Clear")==0)){
             if(GUI.Button(new Rect(Screen.width/2.75f,Screen.height/6,Screen.width/6,Screen.height/3),"Castle")){    
                 Application.LoadLevel("Castle1");
             }
         else if(LevelTwoComplete == false &&(PlayerPrefs.GetInt("Castle1Clear")==1)&&(PlayerPrefs.GetInt("Castle2Clear")==0)){
             if(GUI.Button(new Rect(Screen.width/2.75f,Screen.height/6,Screen.width/6,Screen.height/3),"Castle")){    
                 Application.LoadLevel("Castle2");
             }
         else if(LevelTwoComplete == false &&(PlayerPrefs.GetInt("Castle1Clear")==0)&&(PlayerPrefs.GetInt("Castle2Clear")==1)){            
             if(GUI.Button(new Rect(Screen.width/2.75f,Screen.height/6,Screen.width/6,Screen.height/3),"Castle")){    
                 Application.LoadLevel("Castle3");
                 }
         else if(LevelTwoComplete == true){
             GUI.Button(new Rect(Screen.width/2.75f,Screen.height/6,Screen.width/6,Screen.height/3),"X");
             }
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Answer by tanoshimi · Dec 15, 2014 at 05:36 PM

Your brackets are unmatched - that code sample shouldn't even compile (unless you've got a whole load of }s at the end that you missed off your code sample). Try this instead:

 if(LevelTwoComplete == false &&(PlayerPrefs.GetInt("Castle1Clear")==0)&&(PlayerPrefs.GetInt("Castle2Clear")==0)){
     if(GUI.Button(new Rect(Screen.width/2.75f,Screen.height/6,Screen.width/6,Screen.height/3),"Castle")){
         Application.LoadLevel("Castle1");
     }
 }
 else if(LevelTwoComplete == false &&(PlayerPrefs.GetInt("Castle1Clear")==1)&&(PlayerPrefs.GetInt("Castle2Clear")==0)){
     if(GUI.Button(new Rect(Screen.width/2.75f,Screen.height/6,Screen.width/6,Screen.height/3),"Castle")){
         Application.LoadLevel("Castle2");
     }
 }
 else if(LevelTwoComplete == false &&(PlayerPrefs.GetInt("Castle1Clear")==0)&&(PlayerPrefs.GetInt("Castle2Clear")==1)){
     if(GUI.Button(new Rect(Screen.width/2.75f,Screen.height/6,Screen.width/6,Screen.height/3),"Castle")){
         Application.LoadLevel("Castle3");
     }
 }
 else if(LevelTwoComplete == true){
     GUI.Button(new Rect(Screen.width/2.75f,Screen.height/6,Screen.width/6,Screen.height/3),"X");
 }
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avatar image taxvi · Dec 15, 2014 at 05:38 PM 0
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ok thanks for more precise answer

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Answer by Mmmpies · Dec 15, 2014 at 05:45 PM

Or consider using switch, this script from the tutorial video for Switch Statements

 using UnityEngine;
 using System.Collections;
 
 public class ConversationScript : MonoBehaviour 
 {
     public int intelligence = 5;
     
     
     void Greet()
     {
         switch (intelligence)
         {
         case 5:
             print ("Why hello there good sir! Let me teach you about Trigonometry!");
             break;
         case 4:
             print ("Hello and good day!");
             break;
         case 3:
             print ("Whadya want?");
             break;
         case 2:
             print ("Grog SMASH!");
             break;
         case 1:
             print ("Ulg, glib, Pblblblblb");
             break;
         default:
             print ("Incorrect intelligence level.");
             break;
         }
     }
 }

Tutorial Here

In your case you could hold an int called NextLevel which is just your current level + 1 then use

 void LevelComplete()
 {
     switch (NextLevel)

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