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Question by artischo · Jun 15, 2019 at 01:16 PM · collisionui imagesplashscreen

Show a photo when hitting a collider

Hi, I work on a simple 2D jump and run game, SuperMario style. Whenever the player hits a coin, I want to: - pause the game - Show a splash screen with a text and image - remove the coin

I am quite far on the first two, but I would like to be able to show a different text and image for each coin. So I would like to have a public field in unity where i can drag in the photo object and another to type in the photo text, for each of the coins. Could you please help me?


 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine.UI;
 using UnityEngine;
 
 
 
 public class Show_Photo : MonoBehaviour
 {
     public GameObject Overlay;
     public Image Photo;
     public TextEditor PhotoText;
     
     private void OnTriggerEnter2D(Collider2D other)
     {
         Debug.Log("Object that entered the trigger : " + other);
         if (other.CompareTag("Player"))
         {
             // Update Photo
 
             // Show overlay
             Overlay.SetActive(true);
             // Update Headline
 
             // Pause Game
             Time.timeScale = 0;
         }
     }
     private void Update()
     {
         if (Input.GetKeyDown(KeyCode.Space))
         {
           // Remove coin


            // resume game
             Overlay.SetActive(false);
             Time.timeScale = 1;
         }
     }
 }

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Answer by artischo · Jun 16, 2019 at 10:54 AM

I think I solved it. Maybe not perfect, but it works. Would be great if I wouldn't have to assign the container objects in the inspector window, but could hard-code them into the code...

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine.UI;
 using UnityEngine;
 
 
 
 public class Show_Photo : MonoBehaviour
 {
     public GameObject Overlay;
     public Image PhotoField;
     public Text PhotoTextField;
     public string PhotoText;
     public Sprite Photo;
 
 
     bool PhotoRing = false;
 
 
 
     private void OnTriggerEnter2D(Collider2D other)
     {
         
         Debug.Log("Object that entered the trigger : " + other);
         if (other.CompareTag("Player"))
         {
             // Pause Game
             Time.timeScale = 0;
             PhotoRing = true;
             // Update Photo
             PhotoField.sprite = Photo;
             // Update Headline
             PhotoTextField.text = PhotoText;
             // Show overlay
             Overlay.SetActive(true);
 
         }
     }
     private void Update()
     {
         if (PhotoRing == true && Input.GetKeyDown(KeyCode.Space))
         {
             Overlay.SetActive(false);
             PhotoRing = false;
             Time.timeScale = 1;
             Destroy(this.gameObject);
         }
     }
 
 }

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