CS2335
Master_v2
Master_v2
  • Introduction
  • Introduction
    • Introduction
      • Design
      • Game Design
    • Unity - Download
    • Visual Studio - IDE
    • Hero's Journey
  • Unity Basics
    • Unity Editor Windows
    • MonoBehavior - Base-Class
    • Unity Engine - Event Functions
  • Getting Started
    • UI-Elements
    • Animator Controller
      • Animation Steps
    • PlayerController Flow Chart
    • PlayerController Code
      • PlayerController - V1 - S20
      • PlayerController V2 S20
      • PlayerController V3 S20
  • Project 1 - Simple Game
    • Overview
    • Project 1 - Get Started
      • UML Class Diagram
    • Player GameObject
      • PlayerController.cs V2
      • PlayerController.cs V3
    • Create 2D Sprite Prefab: Rock
    • Sorting Layers
  • Project1 Code
    • PickUp PreFabs
    • Player GameObject
    • PlayerController - jump
    • GameData Version1
    • PlayerStats Version1
    • MiniGameManager
      • Logic Diagram
    • Simple Spawner
    • Utility Class
  • Project1 Enhancements
    • PickUp - SelfDestruct
    • Spawn from List of Prefabs
  • Project 2 - StateManager
    • Project 2 - Learning Objectives
    • Project 2 - Starter Assets
    • Project 2
      • State Machine Framework
        • Singleton Pattern
      • StateManager - Singleton Design Pattern
      • IStateBase, BeginState
      • Project 2 -Steps: Create new Scene and State
      • Project 2 - List of Steps
        • Project 2 - Starter Code
  • Project 2 -Dialog
    • Hide_Show_Panel Script
    • Configure TitlePanel, DecisionPanel
    • Simple Dialog Prefab
    • Conversation Scriptable Objects
    • DialogManager_ConvList
    • Image Transitions for Buttons
  • UI Components
    • Finding Game Objects
    • Game Objects: UI vs. 2D Sprite
    • UI Elements
      • Canvas: Screen-Space Render-Mode
      • UI-Buttons To Change Scene
      • Text Input
  • Project2 Resources
    • Visual Novel in Unity-Links
    • Scriptable Object Factory
      • ScriptableObjects
    • Dialog Prefab Packages
  • Project 3 - Overview
    • Branching Story Structures
    • Dictionary Data-Structure
      • Unity PlayerPrefs Dictionary
    • Dictionary: User-Choice Data
      • User-Choices - Example
        • Dictionary Value to Disable Options
    • Simplified Mini-Game
      • PlayerController_v2 Mods
        • PlayerController_v2_final
      • MiniGameManager_v2
  • Proj3: Inventory System
    • Inventory-System
      • Install and Configure
      • Diagrams, Resources
        • Item, Gem, Potion Classes
        • Inventory Class
      • InventoryDisplay, Slot UI
        • InventoryDisplay Class
        • Slot Class
        • Hazard Class
        • Layout Groups
      • Customization Steps
        • Configure Animation
        • AddItem Button
        • Concrete Class: Food
        • MiniGame Mods
          • PlayerController Mods
      • Code: InventorySystem
        • GameData, PickUp Mods
      • Resources: Data Structures
  • Proj3: Custom UnityEvents
    • Event Publishing Patterns
    • Custom Event Messaging
  • Proj3: Mini-Game
    • MiniGame-Overview-Proj3
    • LevelManager
      • LevelManager Logic Diagram
      • LevelManager FSM
      • LoadLevel, StartLevel Logic
      • Code Framework
    • Timer
  • Project 3 - Code Mods
    • Project 3 - Steps
    • Project 3 - Code
      • Code: Final Versions
        • PlayerController Mods
          • PlayerController_v2 Mods
        • GameData - Final
        • LevelManager
        • PlayerStats - Final
        • PickUp, Hazard, ScorePickUp
        • Spawner - Final
        • CameraFollow
        • ScreenFader
        • MiniGameState
        • Example: EndState
      • MiniGameWin Logic
  • Optional, Supplemental Content
    • Optional Content
      • Adding Audio
      • Screen Fading and Reloading
      • ScriptableObjects
      • Disable Debug Logging
      • Events and Actions
      • Saving Data - Serialization
      • Parallax Scrolling
      • Change Sprites
  • C# Language
    • C# Language
      • Variables
      • Enum
      • Encapsulation
        • C# Properties
        • Access Modifiers
      • Inheritance
      • Polymorphism
      • Interface
      • Switch-Case
      • List< T >
      • Queue< T >
      • Dictionary
      • Foreach
      • Static
      • Ternary Operator: ?
      • this
      • Delegates
    • Diagrams
      • State Machine Framework
      • UML Class Diagrams
      • Level Manager Logic Diagram
      • Flow-Chart: NumberGame
      • FSM: NumberGame
    • Glossary
    • References and Resources
    • Random Thoughts
Powered by GitBook
On this page
  • VERSION 1 - Always Executes: LoadEndScene( )
  • VERSION 2 - Conditional Logic Determines next Scene to Load

Was this helpful?

  1. Project 3 - Code Mods
  2. Project 3 - Code

MiniGameWin Logic

There are 2 different versions of MiniGState below. Version 1 always loads the EndScene, Version 2 loads the next scene depending on consequences of winning or losing the MiniGame.

VERSION 1 - Always Executes: LoadEndScene( )

When the onMiniGame Event occurs, it triggers loading of the EndScene.

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using UnityEngine.Events;

public class MiniGState : IStateBase {

    Button btnOption1;
    LevelManager levelManager;

    /// <summary>
    /// The scene.
    /// </summary>
    private GameScene scene;

    /// <summary>
    /// Gets the scene number - enum
    /// </summary>
    /// <value>The scene.</value>
    public GameScene Scene
    {
        get { return scene; }
    }

    /// <summary>
    /// Initializes a new instance of the <see cref="T:MiniGState"/> class.
    /// </summary>
    public MiniGState()
    {
        scene = GameScene.MiniGame;
    }


    public void InitializeObjectRefs()
    {
        btnOption1 = GameObject.Find("ButtonOption1").GetComponent<Button>();
        btnOption1.onClick.AddListener(LoadEndScene);

        levelManager = Object.FindObjectOfType<LevelManager>();
        levelManager.onMiniGameOver.AddListener(LoadEndScene);

    }


    public void LoadEndScene()
    {
        SceneManager.LoadScene("EndScene");
        StateManager.instanceRef.SwitchState(new EndState());
    }
}

VERSION 2 - Conditional Logic Determines next Scene to Load

The code below shows how you can use the LevelManager custom UnityEvent: onMiniGameEnd. In the example code below, when the event occurs, then the MiniGameOver method is executed, it checks GameData, to determine if the player won or lost the MiniGame, and it determines the next scene based on that logic.

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using UnityEngine.Events;

public class MiniGState : IStateBase {

    Button btnOption1;
    LevelManager levelManager;

    /// <summary>
    /// The scene.
    /// </summary>
    private GameScene scene;

    /// <summary>
    /// Gets the scene number - enum
    /// </summary>
    /// <value>The scene.</value>
    public GameScene Scene
    {
        get { return scene; }
    }

    /// <summary>
    /// Initializes a new instance of the <see cref="T:MiniGState"/> class.
    /// </summary>
    public MiniGState()
    {
        scene = GameScene.MiniGame;
    }


    public void InitializeObjectRefs()
    {
        btnOption1 = GameObject.Find("ButtonOption1").GetComponent<Button>();
        btnOption1.onClick.AddListener(LoadEndScene);

        //Connect with LevelManager Event: onMiniGameOver
        levelManager = Object.FindObjectOfType<LevelManager>();
        levelManager.onMiniGameEnd.AddListener(MiniGameOver);

    }

    public void MiniGameOver()
    {
        if (GameData.instanceRef.miniGameWinner) //check GameData
        {
            LoadWinScene(); //true: player won
        }
        else
        {
            LoadLoseScene(); //false: player lost
        }

    }

    public void LoadWinScene()
    {
        SceneManager.LoadScene("WinScene");
        StateManager.instanceRef.SwitchState(new WinState());
    }

    public void LoadLoseScene()
    {
        SceneManager.LoadScene("LoseScene");
        StateManager.instanceRef.SwitchState(new LoseState());
    }

}
PreviousExample: EndStateNextOptional Content

Last updated 5 years ago

Was this helpful?