> For the complete documentation index, see [llms.txt](https://kdoore.gitbook.io/cs2335/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://kdoore.gitbook.io/cs2335/cs2335_f20/project1-code/minigamemanager.md).

# MiniGameManager

## MiniGame Manager

This script will be on emptyGameObject: MiniGameManager You'll need to populate public fields in the inspector. See Images below:

Create The following GameObjects:

ResultsPanel: UI-Panel with CanvasGroup Component ResultsText: UI-Text - child of ResultsPanel StartButton: UI-Button MiniGameManager: Empty GameObject

![](/files/-M0-KjEcXpQs5MyyuWkF) ![](/files/-M0-KjEeHgvA-d08wIxw)

Put Script on an empty gameObject in the Scene.

![](/files/-M0-KjEgIXwUbl42veoH)

### Overview - MiniGameManager.cs:

This class manages logic for:

* Start Button to Start Gameplay
  * Function ReStartGame( ) is executed when the StartButton is clicked
    * Resets GameData
    * Hides the Results Panel:
    * Sets the GameState to MiniGameState.active
    * Sets the StartButton so it's inactive (hidden)
    * Starts the Spawner&#x20;
    * Set the Spawner's activeSpawning = true
    * Calls Spawner's StartSpawning( ) method.
* Polling - Code Executed in Update: - Checked Every Frame
  * Checks to determine what the current MiniGameState is
  * if MiniGameState.active
    * Check that Health is still greater than 0
    * If Health is Greater than 0
      * Check Score, if Score > WinScore
        * Set MiniGameState.Win
        * Call GameOver( )
    * Else if Health is Less than 0
      * Set MiniGameState.Lose
        * Call GameOver( )
* GameOver( ) Method
  * Set Result Text to Win or Lose message
  * Make ResultsPanel visible ( Use Utility to set CanvasGroup values)&#x20;
  * StartButton - setActive is true, makes visible&#x20;
  * Stop Spawner by activeSpawning = false
  * Destroy any remaining spawned objects
* DisplayResult - This method is called when the Game

## Code MiniGameState, MiniGameManager &#x20;

See Version2 below for Included Spawner Code

```java
//Feb 2020
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;   //Required for modifying any UI element

public class MiniGameManager : MonoBehaviour
{

    public enum MiniGameState {  idle, active, win, lose }

    public MiniGameState curGameState;

    //TODO Add Spawner

    public Button startButton; //Button component on the StartButton gameObject
    public Text resultsText;   //Text component on the ResultsText gameObject
    public CanvasGroup resultsPanelCG; //canvas group component on the ResultsPanel
    public int winScore = 30;

    // Start is called before the first frame update
    void Start()
    {
        curGameState = MiniGameState.idle;  
        Utility.ShowCG(resultsPanelCG); //make sure panel is visible
        resultsText.text = "Score " + winScore + " To Win";
        startButton.onClick.AddListener(ReStartGame);
    }

    // Update is called once per frame
    void Update()
    {
        if( curGameState == MiniGameState.active)
        {
            if( GameData.instanceRef.Health > 0)
            {
                if( GameData.instanceRef.TotalScore >= winScore)
                {
                    //won the game
                    curGameState = MiniGameState.win;
                    resultsText.text = "You are a winner";
                    GameOver();
                }
            }
            else  //lost due to health
            {
                curGameState = MiniGameState.lose;
                resultsText.text = "You lost, so sorry, try again";
                GameOver();
            }

        } //end if
    } //end Update

    /// <summary>
    /// Restart the game
    /// </summary>
    /// Syntax for a method to be executed by a Unity Event
    /// MUST BE PUBLIC to be executed by Unity EVENT
    public void ReStartGame()  //important syntax
    {
        GameData.instanceRef.ResetGameData();  //use singleton variable to call public method
        Utility.HideCG(resultsPanelCG); //toggle to hide panel
        curGameState = MiniGameState.active;
        //TODO 
        //start spawner
    }

    /// <summary>
    /// Games the over.
    /// Private since only executed from within this class
    /// </summary>
    private void GameOver()
    {
        Utility.ShowCG(resultsPanelCG); //toggle to make visible
        ///TODO stop spawner, destroy all spawned objects
        /// Get Text that is the child of the StartButton 
        Text btnText = startButton.GetComponentInChildren<Text>();
        btnText.text = "Play Again";
    }

}//end class

```

## Version 2 - With Spawner Code Added

The code below is a simplified version, either version should work, select the one you prefer

```java
//Feb 22, 2020
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;   //Required for modifying any UI element

public class MiniGameManager : MonoBehaviour
{

    public enum MiniGameState {  idle, active, win, lose }

    public MiniGameState curGameState;

    public Spawner spawner;//populate in inspector

    public Button startButton; //Button component on the StartButton gameObject
    public Text resultsText;   //Text component on the ResultsText gameObject
    public CanvasGroup resultsPanelCG; //canvas group component on the ResultsPanel
    public int winScore = 30;

    // Start is called before the first frame update
    void Start()
    {
        curGameState = MiniGameState.idle;  
        Utility.ShowCG(resultsPanelCG); //make sure panel is visible
        resultsText.text = "Score " + winScore + " To Win";
        startButton.onClick.AddListener(ReStartGame);
    }

    // Update is called once per frame
    void Update()
    {
        if( curGameState == MiniGameState.active)
        {
            if( GameData.instanceRef.Health > 0)
            {
                if( GameData.instanceRef.TotalScore >= winScore)
                {
                    //won the game
                    curGameState = MiniGameState.win;
                    resultsText.text = "You are a winner";
                    GameOver();
                }
            }
            else  //lost due to health
            {
                curGameState = MiniGameState.lose;
                resultsText.text = "You lost, so sorry, try again";
                GameOver();
            }

        } //end if
    } //end Update

    /// <summary>
    /// Restart the game
    /// </summary>
    /// Syntax for a method to be executed by a Unity Event
    /// MUST BE PUBLIC to be executed by Unity EVENT
    public void ReStartGame()  //important syntax
    {
        GameData.instanceRef.ResetGameData();  //use singleton variable to call public method
        Utility.HideCG(resultsPanelCG); //toggle to hide panel
        curGameState = MiniGameState.active;

        //start spawner
        spawner.activeSpawning = true;
        spawner.StartSpawning();
    }

    /// <summary>
    /// Games the over.
    /// Private since only executed from within this class
    /// </summary>
    private void GameOver()
    {
        Utility.ShowCG(resultsPanelCG); //toggle to make visible
        ///TODO stop spawner, destroy all spawned objects
        spawner.activeSpawning = false;
        spawner.DestroyAllPickups();

        /// Get Text that is the child of the StartButton 
        Text btnText = startButton.GetComponentInChildren<Text>();
        btnText.text = "Play Again";
    }

}//end class

```
