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Question by aadiboo95 · Apr 13, 2016 at 06:47 PM · levelexitappearrequirementscollectible

How can i let a sign appear when collected a certain amount of orbs ?

Script on the orbs

     public int OrbAmmount;
 public GameObject EnergyPickedUpFX;

 void Start ()
 {

 }
 void Update ()
 {

 }

 void OnTriggerEnter2D(Collider2D Other)
 {
     if (Other.tag == "Player")
     {
         PlayerOrb TheOrb = Other.gameObject.GetComponent<PlayerOrb> ();
         TheOrb.AddOrb (OrbAmmount);
         Destroy (gameObject);
         Instantiate (EnergyPickedUpFX, transform.position, transform.rotation);
     }
 }

}

Script for the sign

     bool Activated = false;
 public Transform WhereToSpawn;
 public GameObject Sign;

 private Orbs _Orbs;
 public int AmmountToExit;


 void Start ()
 {
     
 }
 void Update ()
 {
     
 }

 void CollectedAllOrbs()
 {
     if (_Orbs.OrbAmmount >= AmmountToExit)
     {
         Activated = true;
         Instantiate (Sign, WhereToSpawn.position, Quaternion.identity);
         Destroy (gameObject);
     }
 }

}

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avatar image Happy-Zomby · Apr 13, 2016 at 10:38 PM 1
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Hi, What issue are you getting? Do you need a sign in game? Don't you want to just activate a UI image? if count of orb higher than x then myUIItem.SetActive(true)?

avatar image aadiboo95 Happy-Zomby · Apr 14, 2016 at 12:36 AM 0
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i want a sign to appear when i have collected 35 orbs (for example). When i collect an orb it is counting in my UI ... so no problem there. The problem is this .... if (_Orbs.OrbAmmount >= AmmountToExit) I don't know what i am doing wrong. This if statement isnt working and i dont know why (i am new to coding).

avatar image aadiboo95 Happy-Zomby · Apr 14, 2016 at 12:40 AM 0
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BTW, this is the playerOrb script that i am talking about in the if statement in the orb script.

 public int FullOrbs;

 public int CurrentOrbs;

 //HUD Variables
 public Slider OrbSlider;



 void Start () 
 {
     CurrentOrbs = 0;

     //HUD Initialization
     OrbSlider.maxValue = FullOrbs;
     OrbSlider.value = CurrentOrbs;
 }
     


 public void AddOrb(int OrbAmmount)
 {
     CurrentOrbs += OrbAmmount;

     if (CurrentOrbs > FullOrbs) CurrentOrbs = FullOrbs;
     OrbSlider.value = CurrentOrbs;
 }

}

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Answer by Happy-Zomby · Apr 14, 2016 at 08:00 AM

Hi, Shouldn't you be comparing if (CurrentOrbs >= AmmountToExit)

rather than if (_Orbs.OrbAmmount >= AmmountToExit)

Personally I would move the sign instantiate to the playerOrb script And when you do AddOrb - put the if (CurrentOrbs >= AmmountToExit) there and if valid instantiate the sign

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Answer by aadiboo95 · Apr 14, 2016 at 11:36 AM

Thank you verry my much!!!! Now it works perfectly :D

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