Project 2 - List of Steps
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: Create new scene, state
Create a total of 5 scenes (MiniGame counts as one of your scenes)
For each scene: add scene to the Unity Build Settings
Add UI Canvas in Scene
Configure: Screen-Space Camera
Set camera to: MainCamera
Add UI-Text to create a Scene Label to identify the scene
Add Unique Background Image to each Scene
Add 2 Buttons, to jump to other scenes
Recommendation: make a DecisionPanel prefab: panel w/2 Buttons
Add new scenes to StateManager.cs GameScene enums
Add new Scene/State logic to StateManager in SwitchState( GameScene nextScene )
case SomeScene:
SwitchState(new NextState() );
break;
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;
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);
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:
Unity Build Settings Open the Unity build settings (file >Build Settings), look at the scene ID’s, compare with the
Details: StateManager: Add Logic
GameScene enums in StateManager, these must match with Build Setting Scenes in Build.
StateManager.SwitchState( GameScene nextScene)
Add logic to Switch-case statement for changing to the nextScene
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:
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( ));
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.
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