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Question by hitenpatel34 · Sep 28, 2020 at 10:48 AM · level select

My level is unlocked just before the level is completed this is my scripts ,My level is unlocked just before the level is completed this is my script

[System.Serializable] public class Level { public string LevelText; public int UnLocked; public bool IsInteractable;

  //  public Button.ButtonClickedEvent OnClickEvent;

 }


 public Transform Spacer;
 public GameObject levelButton;
 public List<Level> LevelList;

 void Start()
 {
     
  //  DeleteAll();
     FillList();
 }

 void FillList()
 {
     foreach (var level in LevelList)
     {
         GameObject newbutton = Instantiate(levelButton) as GameObject;
         LevelButton button = newbutton.GetComponent<LevelButton>();
         button.LevelText.text = level.LevelText;

         if (PlayerPrefs.GetInt("Level" + button.LevelText.text) == 1)
         {
             level.UnLocked = 1;
             level.IsInteractable = true;
         }
         button.unLocked = level.UnLocked;
         button.GetComponent<Button>().interactable = level.IsInteractable;
         button.GetComponent<Button>().onClick.AddListener(() => loadLevels ("Level" + button.LevelText.text)); //loads a level based on the name that the scene has been saved as
  

         if (PlayerPrefs.GetInt ("Level" + button.LevelText.text + "_score") > 5000) 
          {
              button.StarGold1.SetActive (true);
          }    
 
          if (PlayerPrefs.GetInt ("Level" + button.LevelText.text + "_score") > 10000) 
          {
              button.StarGold2.SetActive (true);
          }    
 
          if (PlayerPrefs.GetInt ("Level" + button.LevelText.text + "_score") > 20000) 
          {
              button.StarGold3.SetActive (true);
          }


         newbutton.transform.SetParent(Spacer,false);
     }
     SaveAll();
 }

 void SaveAll()
 {

   //  if (PlayerPrefs.HasKey("Level1"))
   //  {
  //       return;
   //  }
   //  else
     {
         GameObject[] allButtons = GameObject.FindGameObjectsWithTag("LevelButton");
         foreach (GameObject buttons in allButtons)
         {
             LevelButton button = buttons.GetComponent<LevelButton> ();
             PlayerPrefs.SetInt("Level" + button.LevelText.text, button.unLocked);
         }
     }
 }

 void DeleteAll()
 {
      PlayerPrefs.DeleteAll ();
 }

 void loadLevels(string value)
 {
     Application.LoadLevel (value);
  // SceneManager.LoadScene (value);
 }

}

public class GameManager : MonoBehaviour { bool gamehasEnded = false;

 public float restartDelpy = 1f;

 public GameObject levelUi;

 int score = 50000;

  private int LevelAmount = 10; //this needs to be updated if the level count changes
  private int CurrentLevel;
 
 // Start is called before the first frame update
 void Start()
 {
   CheckCurrentLevel();
   //  PlayerPrefs.SetInt("Level2" , 1);
   //  PlayerPrefs.SetInt("Level_score" , score);
  // StartCoroutine (Time ());
 }

 // Update is called once per frame
 void Update()
 {
     
 }
 IEnumerator time()

{ yield return new WaitForSeconds (3f); Application.LoadLevel("LevelMenu"); }

  void CheckCurrentLevel()
  {
      for (int i = 1; i < LevelAmount; i++) 
      {
          if (SceneManager.GetActiveScene().name == "Level" + i) 
          {
              CurrentLevel = i;
              SaveMyGame ();
          }
      }
  }
 
  void SaveMyGame()
  {
      int NextLevel = CurrentLevel + 1;
      if (NextLevel < LevelAmount) 
      {
          PlayerPrefs.SetInt ("Level" + NextLevel.ToString(), 1);//unlock next level
          PlayerPrefs.SetInt ("Level" + CurrentLevel.ToString () + "_score", score);
      } 
      else 
      {
          PlayerPrefs.SetInt ("Level" + CurrentLevel.ToString () + "_score", score);
      }
  }
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