CS2335
Master 1.0.0
Master 1.0.0
  • Introduction
  • Introduction
    • Introduction
      • Game Design
    • Unity - Download
    • Visual Studio - IDE
    • Unity Manual, Scripting API
  • Unity Basics
    • Unity Editor Windows
    • Behavior Components
    • 2D Project, Scenes
      • Create 2D Sprite GameObject
      • Create UI-Text GameObject
    • MonoBehavior - Base-Class
    • Create a Custom C# Script
  • Game Coding Structures
    • Games Overview
    • Unity Engine - Event Functions
    • Finite State Machines
    • UML Class Diagram
  • Animation
    • Animator Controller
    • Animation Steps
      • Optional: Dead Animation
    • PlayerController.cs V0
  • Project 1 - Player
    • Player GameObject v1
      • C# Generics, Statics
    • Player GameObject - Jump
    • PlayerController.cs V2-Jump
    • PickUp PreFabs
      • Sorting Layers
    • PlayerController.cs V3-Collide
    • GameData Version1
    • GameData Version2
    • PlayerController V4-Score
  • Project 1 Details
    • Project1 GameObjects
    • PlayerStats Version1
      • UI-Canvas
    • Utility Class
    • Simple Spawner
    • MiniGameManager
      • Logic Diagrams
      • StartButton
      • ResultsPanel
  • Project1 Enhancements
    • PickUp - SelfDestruct
    • Spawn from List of Prefabs
  • Project 2 - StateManager
    • Project 2 - Learning Objectives
      • Inspiration
        • Branching Story Structures
        • Branching Structures
        • Hero's Journey
        • Visual Novel in Unity-Links
    • Project 2 - Starter Assets
    • State Machine Framework
    • StateManager - Singleton Design Pattern
    • Interface IStateBase
    • Create SceneXState.cs
    • OptionPanel Prefab
      • UI Images: Sprite Sheets
      • Button Image-Transitions
    • Project 2 - List of Steps
    • Project 2 - Starter Code
  • Project 2 -Dialogue
    • Hide_Show_Panel Script
    • Edit OptionPanel
    • Simple DialogPrefab
    • Conversation Entry
    • SimpleDialog.cs
    • ScriptableObjects
      • Scriptable Object Factory
    • Conversation Scriptable Objects
    • DialogManager_ConvList
      • DialogManager V2
      • Coroutines: Dynamic Text
      • DialogPrefab wImage
  • Overview: Branching Logic
    • DialogTrigger
    • Dictionary Data-Structure
      • Unity PlayerPrefs Dictionary
    • GameData Version3
    • Dictionary: choiceData
      • SaveChoice, ChoicePanel
        • choiceData - examples
          • Dictionary Value to Disable Options
    • Configure UI-Button Listeners
      • NPC Animation
      • NPC Activation
    • UI-Triggered Animations
    • Simple Inventory
    • EndState Conditions
    • Script ExecutionOrder
    • Custom UnityEvents
    • PlayerStats v2
      • ModifyPlayerData
      • BuyItem
    • Text Input
  • UI Components
    • Finding Game Objects
    • Game Objects: UI vs. 2D Sprite
    • UI Elements
      • Canvas: Screen-Space Render-Mode
      • UI-Buttons To Change Scene
  • Proj4: Inventory System
    • Inventory-System
      • GameData version4
      • 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
  • Custom Unity Events
    • Event Publishing Patterns
    • Custom Event Messaging
  • Proj4: Mini-Game
    • Simplified Mini-Game
      • PlayerController_v2 Mods
        • PlayerController_v2_final
      • MiniGameManager_v2
    • MiniGame-Overview-Proj4
    • LevelManager
      • LevelManager Logic Diagram
      • LevelManager FSM
      • LoadLevel, StartLevel Logic
      • Code Framework
    • Timer
  • Project 4 - Code Mods
    • Project 4 - Steps
    • Project 4 - 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
      • Particle Systems
      • Adding Audio
      • Screen Fading and Reloading
      • ScriptableObjects
      • Disable Debug Logging
      • Events and Actions
      • Saving Data - Serialization
      • Parallax Scrolling
      • Change Sprites
    • XR - Extended Reality
  • Computing Concepts
    • Programming Patterns
      • State - FSM
      • Singleton Pattern
    • C# Language
      • Variables
      • Delegates
      • Dictionary
      • Enum
      • Encapsulation
        • C# Properties
        • Access Modifiers
      • Generics < T >
      • Inheritance
      • Interface
      • List< T >
      • Polymorphism
      • Queue< T >
      • Switch-Case
      • Foreach
      • Static
      • Ternary Operator: ?
      • this
    • Diagrams
      • State Machine Framework
      • UML Class Diagrams
      • Level Manager Logic Diagram
      • Flow-Chart: NumberGame
      • FSM: NumberGame
    • Tools
    • Glossary
    • References and Resources
    • Random Thoughts
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On this page
  • Implement Scene-Change Logic
  • Troubleshooting Issues - Scene Change
  • Details: StateManager: Add Logic
  • StateManager.SwitchState( GameScene nextScene)
  • SceneXState.cs - StateX Class Files - Implements IStateBase

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  1. Project 2 - StateManager

Project 2 - List of Steps

PreviousButton Image-TransitionsNextProject 2 - Starter Code

Last updated 4 years ago

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Implement Scene-Change Logic

Below is a listing of steps for implementing Scene-Change logic for Project2.

The link below gives more detailed information for Gitbook:

  1. Create a total of 5 scenes (MiniGame counts as one of your scenes)

  2. For each scene: add scene to the Unity Build Settings

  3. Add UI Canvas in Scene

    • Configure: Screen-Space Camera

    • Set camera to: MainCamera

  4. Add UI-Text to create a Scene Label to identify the scene

  5. Add Unique Background Image to each Scene

  6. Add 2 Buttons, to jump to other scenes

    1. Recommendation: make a DecisionPanel prefab: panel w/2 Buttons

  7. Add new scenes to StateManager.cs GameScene enums

  8. Add new Scene/State logic to StateManager in SwitchState( GameScene nextScene )

    • case SomeScene:

      SwitchState(new NextState() );

    • break;

  9. Create a new SceneXState.cs class, add code so it is similar to BeginState.cs

    • Modify code in SceneXState.cs

    • Add code for IStateBase interface:

    • GameScene Scene

    • InitializeObjectRefs( ){ }

    • Constructor:

      • public SceneXState( ){ }

      • scene = GameScene.sceneX;

  10. Modify BeginState - Add UI-Button and code for button-logic to go to SceneXState

    • Define object-reference variable: Button optionBtn1, optionBtn2

    • Initialize variable in: InitializeObjectRefs( );

    • Define custom Listener method for each Button's onClick event:

      • public void LoadSceneX( ){ }

    • Configure using similar code in BeginState.cs for LoadEndScene( )

    • 1 line of code for to switching scene/state

      • StateManager.instanceRef.SwitchState(GameState.SceneX);

  11. Project2 Dialog: Version1 (Will be extended in Project3)

  • Download, Install ScriptableObject Factory

  • Create Class: ConversationEntry.cs

  • Create a DialogPrefab

  • Create DialogManager.cs,

    • Co-routine - displays dynamic typing text

    • Attach to DialogPrefab

  • Create a ConversationList: ScriptableObject in Assets for each Conversation

  • Dialog - Add Dialog to Every Scene except the MiniGame

Troubleshooting Issues - Scene Change

1. StartGame in BeginScene The most important thing to check is that you're always starting your game in the BeginScene. Otherwise, the StateManager will have incorrect code executing, because we hard-coded the starting state in StateManager to be the BeginState.

If it’s a button to jump scenes that’s not working, then there are several things to check.

Check the console when you run the project, if you have any errors, that's good, that is where to start.

There are 2 types of errors you may get.

Console Message: BIG PROBLEMS - scene state mismatch.

These are the things to check:

Details: StateManager: Add Logic

GameScene enums in StateManager, these must match with Build Setting Scenes in Build.

public enum GameScene
{
BeginScene = 0,
Scene2 = 1,
MiniGame =2,
Scene3 = 3,
EndScene = 4
}

StateManager.SwitchState( GameScene nextScene)

Add logic to Switch-case statement for changing to the nextScene

//Public method to switch state using nextScene enum
    public void SwitchState( GameScene nextScene )
    {
        switch (nextScene)
        {
            case GameScene.BeginScene:
                SwitchState(new BeginState());
                break;

            case GameScene.EndScene:
                SwitchState(new EndState());
                break;

//ADD ADDITIONAL LOGIC HERE For Custom Scene/State Logic

            default:
                Debug.Log("No match on SwitchState - scene " + nextScene);
                    break;
        } //end switch-block
    } //end SwitchState

SceneXState.cs - StateX Class Files - Implements IStateBase

  • SceneXState.cs Constructor within a SceneXState.cs file. In the constructor, you need to set the scene correctly, example:

public SceneXState(){
     scene = GameScene.SceneX; //Scene-State Mismatch Error if incorrect
     }
  • Button Logic in the SceneXState file that you are trying to leave from - prior to the error: BIG PROBLEMS comment.

Make sure that: logic is correct for the button event: the scene / state must match. the LoadScene( "SceneName" ) matches the SwitchState( new StateName( ));

  public void LoadScene2()
    {
        Debug.Log("Leaving BeginState going to Scene2State");
        StateManager.instanceRef.SwitchState(GameScene.Scene2); //pass to StateManager
    }
  • Button Initialization Logic Error:

    In the code below, there's a mistake because all logic is being added to the btnOption1.onClick method. Look for these types of errors.

public void InitializeObjectRefs()
    {
        btnOption1 = GameObject.Find("ButtonOption2").GetComponent<Button>();
        btnOption1.onClick.AddListener(LoadEndScene);

        btnOption2 = GameObject.Find("ButtonOption1").GetComponent<Button>();
        btnOption1.onClick.AddListener(LoadScene2); //ERROR HERE

        Debug.Log("BeginState InitializeObjRefs");
    }

Unity Build Settings Open the (file >Build Settings), look at the scene ID’s, compare with the

Create new scene, state
Unity build settings