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Question by totti88 · Sep 15, 2019 at 05:43 PM · bugplayerprefslevelsunlock

Bug with Lock Unlock System

this script is on a gameObject in the level selector scene

  public class LevelButtons : MonoBehaviour {   
   [SerializeField] Button[] levelButtons;
 
      public int levelReached;
      public int level = 0;
  
      private void Start()
      {
          levelReached = PlayerPrefs.GetInt("levelReached", 1);
          string currentSceneName = SceneManager.GetActiveScene().name;
          if (currentSceneName == "Level Selector")
          {
              HandleButtons();
          }
      }
  
      private void HandleButtons()
      {   
          for (int i = 0; i < levelButtons.Length; i++)
          {
 
             if (i + 1 > levelReached) // so that the first level is always accessable
             {
                 levelButtons[i].interactable = false;
             }
         }
     }
 }

and this script is in every level (represents win condition) private void OnTriggerEnter2D(Collider2D collision) {

     if(collision.gameObject.tag == "Player")
     {
         PlayerPrefs.SetInt("levelReached", levelButtons.levelReached + 1);
         Time.timeScale = 0.1f;
         StartCoroutine(WaitThenGo());
     }
 }

 IEnumerator WaitThenGo()
 {
     yield return new WaitForSecondsRealtime(2);
     Time.timeScale = 1f;
     SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
 }


Problem/Bug: im increasing the reachedLevel variable each time my player hits the win collider and that leads to next level being enabled but the bug is ... even if i replay the first level its still increasing the variable and unlocking the next level

i tried a lot of stuff and its not working for eg. (using if statements with tag checks... or scene name checks ... or even public variables... please help <3

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avatar image unity_DKLg0ll9R0PfMw · Sep 15, 2019 at 05:53 PM 0
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me too :( hope we can solve it

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Best Answer

Answer by totti88 · Sep 16, 2019 at 11:04 AM

it worked! the solution was infront of me the whole time ...

i just added:

 if (SceneManager.GetActiveScene().buildIndex - 2 == levelButtons.levelReached)
 {
     PlayerPrefs.SetInt("levelReached", levelButtons.levelReached + 1);
 }

the "2" is just the (number of scenes in my build settings before the first level) - 1(cuz build index starts from 0))

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