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Question by Numonic · Sep 13, 2017 at 03:18 PM · c#prefabsmethods

Prefabs with different tag names activate level Clear help!

Hello everyone, I seem to be having trouble having a level clear or AllClear() method call after all Generators have been destroyed, or SetActive(false). I tried a bool and have then see if they are all destroyed to have the AllClear() method come up but it doesn't really work the way I intended any help would be appreciated.

/////////////////////////Most of the heavy lifting is done here///////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////////// using System.Collections; using System.Collections.Generic; using UnityEngine;

 public class DoDamage : MonoBehaviour {
 
     [Header("Updated Generator Health")]
     public int damageToGive = 50;
     public int generatorAmountCount = 3;
     public bool allGeneratorsDestroyed = false;
     public GameManager gameManager;
 
     [Header("Generator Sound And ParticleEffects")]
     public AudioSource explosion;
     public Transform explosionSpawnPoint;
     public GameObject explosionMobilePrefab;
 
 
 
     // Use this for initialization
     void Start ()
     {
       
         if (gameManager == null)
         {
             gameManager = GetComponent<GameManager>();
         }
     }
     
     // Update is called once per frame
     void Update ()
     {
         
     }
 
     void OnTriggerEnter(Collider other)
     {
         allGeneratorsDestroyed = false;
         if (other.tag == "generator" || other.tag == "generator2" || other.tag == "generator3")
         {
             other.GetComponent<HealthControllerGenerator>().TakeDamage(damageToGive);
             Instantiate(explosionMobilePrefab, explosionSpawnPoint.position, explosionSpawnPoint.rotation);
             explosion.Play();
 
             if (other.GetComponent<HealthControllerGenerator>().currentHealth ==0)
             {
                 allGeneratorsDestroyed = false;
        
 
                 // experimenting and turing this off for now
                 
                //generatorAmountCount -= 1; //Remove the amount
                //so far turning off each individual generator based on tag if currenthealth is ==0
                 if (other.tag == "generator") // && GetComponent<HealthControllerGenerator>().currentHealth == 0) // previous implemented code wasn't working.
                 {
                    
                         generatorAmountCount -= 1; //Remove the amount
                         other.gameObject.SetActive(false);
                         gameManager.StartCoroutine("Generator1Destroyed");
                  }
                          if (other.tag == "generator2" )
                         {
                             generatorAmountCount -= 1; //Remove the amount
                             other.gameObject.SetActive(false);
                          }
                         if (other.tag == "generator3")
                         {
                             generatorAmountCount -= 1; //Remove the amount
                             other.gameObject.SetActive(false);
                             // check to see if generator1 and generator2 are destroyed. Then making sure if 3rd generator is destroyed before AllClear() is called.
                             // This is working woohoo!
                           if (GameObject.FindGameObjectWithTag("generator") == false && GameObject.FindGameObjectWithTag("generator2") == false)
                             {
                               
                                 gameManager.Level1Finished();
                             }
 
                         }
                             
               }
 
         }
     }
     
 
        
 }

//////////////////////This is the method called for damage removal but is used in the main DoDamage.///// /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// using System.Collections; using System.Collections.Generic; using UnityEngine;

 public class HealthControllerGenerator : MonoBehaviour {
 
     [Header("Generator Settings")]
     public int currentHealth = 200;
    
 
 
     // Use this for initialization
     void Start ()
     {
         
     }
     
     // Update is called once per frame
     void Update ()
     {
         
     }
 
     public void TakeDamage(int damageToTake)
     {
         currentHealth -= damageToTake;
     }
 
 
 
 }
 
   
 

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avatar image StonedLover · Sep 13, 2017 at 06:18 PM 0
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If this didnt helped or you need future Assistance you can also contact me via Private message for free

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Answer by StonedLover · Sep 13, 2017 at 05:59 PM

First of all don't do for each Generator a own tag that's not necessary.

I would recommend to do it in that way: Hope this helped

 public class GameManager : MonoBehaviour {
 
     private List<GameObject> allGenerator = new List<GameObject>();
 
     // Use this for initialization
     void Start () {
         allGenerator.AddRange(GameObject.FindGameObjectsWithTag("Generator"));
     }
     
     public void removeGenerator(GameObject _toRemove)
     {
         if(allGenerator.Contains(_toRemove))
         {
             allGenerator.Remove(_toRemove);
         }
 
         if (allGenerator.Count <= 0) LevelIsFinished();
     }
 
     private void LevelIsFinished()
     {
 
     }
 }

//

 public class Generator : MonoBehaviour {
 
     private float health = 100;
     private GameManager gameManager;
 
     private void Start()
     {
         gameManager = FindObjectOfType<GameManager>();
     }
 
     public void applyDamage(float _damageTOApply)
     {
         health -= _damageTOApply;
         if (health <= 0)
         {
             destroyed();
         }
     }
 
     private void destroyed()
     {
         gameManager.removeGenerator(this.gameObject);
     }
 }
 

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Answer by Numonic · Sep 26, 2017 at 02:07 PM

Thanks have figured it out another way but will be studying this to clean it up in the future thank you for your reply

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