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               Question by 
               Conqueror1 · May 03, 2020 at 12:43 AM · 
                uisliderlevelprogress-barmax  
              
 
              Once the slider has reached maximum value: set Level Complete UI (Active)
Hello, I am currently making a game where you collect items and it fills a progress bar. Unfortunately, I cannot seem to figure out a script that sets my Level Complete UI canvas to "Active" when the Progress bar is = to max value. Assistance would be greatly appreciated.
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
 public class ProgressBar : MonoBehaviour
 {
     public Slider slider;
     public GameObject LevelCompleteUI;
 
     public void SetMaxProgress (int progress)
     {
         slider.maxValue = progress;
         slider.value = progress;
     }
 
     public void SetProgress (int progress)
     {
         slider.value = progress;
     }
 }
               Comment
              
 
               
                    public void SetProgress (int progress)
      {
          slider.value = progress;
          if(slider.value>=maxProgress){
              LevelCompleteUI.SetActive(true);
           }
      }
 
               Best Answer 
              
 
              Answer by Conqueror1 · May 05, 2020 at 05:28 PM
Thank you! :) <3 I had modified the code a bit since me posting it. Your suggestion worked! Here is the code for everyone following this question. Remember to assign everything in the Inspector.
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
 public class ProgressBar : MonoBehaviour
 {
     public Slider ProgressSlider;
     public GameObject LevelCompleteUI;
 
     public void SetMaxProgress (int progress)
     {
         ProgressSlider.maxValue = progress;
         ProgressSlider.value = progress;
     }
 
     public void SetProgress (int progress)
     {
         ProgressSlider.value = progress;
 
         if (ProgressSlider.value >= ProgressSlider.maxValue)
         {
             LevelCompleteUI.SetActive(true);
         }
     }
 }
 
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