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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  • VERSION 1 - Always Executes: LoadEndScene( )
  • VERSION 2 - Conditional Logic Determines next Scene to Load

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  1. Project 4 - Code Mods
  2. Project 4 - 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

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