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Question by Sam_Se7erne · May 29, 2015 at 05:42 AM · endgamedungeonend

2D rouguelike, ending the game.

I followed the rouguelike tutorial on the site but I am trying a add a code in the game manager that will end the game after successfully completing 10 levels, showing a 'You Escaped!' message and stop loading more levels. I can get the message to pop up but it disappears and loads the next level as before. I am very new to coding and have no idea what to try. Code below and I've highlighted the current ending game code, any suggestions please?

 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;        
 using UnityEngine.UI;                    
     
     public class GameManager : MonoBehaviour
     {
         public float levelStartDelay = 2f;                        
         public float turnDelay = 0.1f;                            
         public int playerFoodPoints = 100;                        
         public static GameManager instance = null;        
         [HideInInspector] public bool playersTurn = true;    
         
         
         private Text levelText;                                
         private GameObject levelImage;                        
         private BoardManager boardScript;                    
         private int level = 1;                                    
         private List<Enemy> enemies;                            
         private bool enemiesMoving;                                
         private bool doingSetup = true;                            
         
         void Awake()
         {
             if (instance == null)
                 instance = this;
             else if (instance != this)
                 Destroy(gameObject);    
             DontDestroyOnLoad(gameObject);
             enemies = new List<Enemy>();
             boardScript = GetComponent<BoardManager>();
             InitGame();
         }
         
         void OnLevelWasLoaded(int index)
         {
             level++;
             InitGame();
         }
         
         void InitGame()
         {
         doingSetup = true;
         levelImage = GameObject.Find ("LevelImage");
         levelText = GameObject.Find ("LevelText").GetComponent<Text> ();
         levelText.text = "Day " + level;
         levelImage.SetActive (true);
         Invoke ("HideLevelImage", levelStartDelay);
         enemies.Clear ();
         boardScript.SetupScene (level);
 
         if (level >= 2) {
             levelText = GameObject.Find ("LevelText").GetComponent<Text> ();
             levelText.text = "You Escaped!";
             levelImage.SetActive (true);
         }
 
         }
 
         void HideLevelImage()
         {
             levelImage.SetActive(false);
             doingSetup = false;
         }
 
         void Update()
         {
             if(playersTurn || enemiesMoving || doingSetup)
                 return;
             StartCoroutine (MoveEnemies ());
         }
         
         public void AddEnemyToList(Enemy script)
         {
             enemies.Add(script);
         }
 
     void EndGame()
     {
         if (level >= 2) {
             levelText = GameObject.Find ("LevelText").GetComponent<Text> ();
             levelText.text = "You Escaped!";
             levelImage.SetActive (true);
         }
     }
             public void GameOver()
         {
 
         levelText.text = "After " + level + " days, you starved.";
         levelImage.SetActive (true);
         enabled = false;
 
         }
         
         IEnumerator MoveEnemies()
         {
             enemiesMoving = true;
             
             yield return new WaitForSeconds(turnDelay);
             if (enemies.Count == 0) 
             {
                 yield return new WaitForSeconds(turnDelay);
             }
             
             for (int i = 0; i < enemies.Count; i++)
             {
                 enemies[i].MoveEnemy ();
                 yield return new WaitForSeconds(enemies[i].moveTime);
             }
             
             playersTurn = true;
             enemiesMoving = false;
         }
     }
 


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