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
  • 2 Scene-Change Events in each Scene / State.
  • Add Scenes to Project Build Settings
  • Control UI Elements via Code
  • Button Logic in BeginState to Switch Scenes

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  1. UI Components
  2. UI Elements

UI-Buttons To Change Scene

In Unity, we can use Scenes to implement game levels. Using the StateManager framework, each StateX.cs script has scene change, event-logic, where we'll write custom methods to be executed when buttons are clicked in the scene that correspond to scene change events.

2 Scene-Change Events in each Scene / State.

  1. Add 2-Buttons to each Scene

  2. Add all scenes to the edit => Build Settings => Scenes

  3. Add code in StateX.cs file to:

    A. Find the Button Component

    B. Write a custom method to change scenes/ states

    C. Add the custom method to the OnClick event of the Button component in script

    D. Run the scene and see if the Button Works

Add Scenes to Project Build Settings

Control UI Elements via Code

Although there are methods that allow us to use the inspector to determine which method gets executed when a Button is clicked. Since Unity can is preferable to implement this logic within a custom script. this will make it easier to extend our project and to debug issues. The code below shows how we can create an object-reference variable which will give us access to a the <Button> Component of a Button GameObject. It is straightforward to write code to have a custom method executed when the button is clicked. Here we have created a method: LoadEndState(), this will switch to the Scene named: "EndScene".

We must create a custom method that we want to have executed by the Button component's onClick event, we'll learn more about passing functions to the AddListener Method, but essentially, we are using the method name: LoadBeginState, as an argument to AddListener( ), this registers our LoadBeginState as a Listener to this button's onClick event.

Button Logic in BeginState to Switch Scenes

using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using UnityEngine.SceneManagement;

public class BeginState : IStateBase
{
       //other class code is missing here

    private Button endBtn

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

        Debug.Log ("Add Debug Info");
    }


    /// <summary>
    /// Event handler - called when endBtn is clicked
    /// Loads the end scene.
    /// </summary>
    public void LoadEndScene ()
    {  
        Debug.Log ("Add Debug Info");
        SceneManager.LoadScene ("EndScene"); //Unity event function to Load new scene by name
        StateManager.managerInstance.SwitchState (new EndState ()); //StateManager code to change State
    }
}//end class
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Last updated 5 years ago

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