MiniGameManager

Code updated 2/17/2020

MiniGame Manager

This script will be on emptyGameObject: MiniGameManager You'll need to populate public fields in the inspector. See Images below:

Create The following GameObjects:

ResultsPanel: UI-Panel with CanvasGroup Component ResultsText: UI-Text - child of ResultsPanel StartButton: UI-Button MiniGameManager: Empty GameObject

Put Script on an empty gameObject in the Scene.

Overview - MiniGameManager.cs:

This class manages logic for:

  • Start Button to Start Gameplay

    • Function ReStartGame( ) is executed when the StartButton is clicked

      • Resets GameData

      • Hides the Results Panel:

      • Sets the GameState to MiniGameState.active

      • Sets the StartButton so it's inactive (hidden)

      • Starts the Spawner

      • Set the Spawner's activeSpawning = true

      • Calls Spawner's StartSpawning( ) method.

  • Polling - Code Executed in Update: - Checked Every Frame

    • Checks to determine what the current MiniGameState is

    • if MiniGameState.active

      • Check that Health is still greater than 0

      • If Health is Greater than 0

        • Check Score, if Score > WinScore

          • Set MiniGameState.Win

          • Call GameOver( )

      • Else if Health is Less than 0

        • Set MiniGameState.Lose

          • Call GameOver( )

  • GameOver( ) Method

    • Set Result Text to Win or Lose message

    • Make ResultsPanel visible ( Use Utility to set CanvasGroup values)

    • StartButton - setActive is true, makes visible

    • Stop Spawner by activeSpawning = false

    • Destroy any remaining spawned objects

  • DisplayResult - This method is called when the Game

Code MiniGameState, MiniGameManager

See Version2 below for Included Spawner Code

//Feb 2020
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;   //Required for modifying any UI element

public class MiniGameManager : MonoBehaviour
{

    public enum MiniGameState {  idle, active, win, lose }

    public MiniGameState curGameState;

    //TODO Add Spawner

    public Button startButton; //Button component on the StartButton gameObject
    public Text resultsText;   //Text component on the ResultsText gameObject
    public CanvasGroup resultsPanelCG; //canvas group component on the ResultsPanel
    public int winScore = 30;

    // Start is called before the first frame update
    void Start()
    {
        curGameState = MiniGameState.idle;  
        Utility.ShowCG(resultsPanelCG); //make sure panel is visible
        resultsText.text = "Score " + winScore + " To Win";
        startButton.onClick.AddListener(ReStartGame);
    }

    // Update is called once per frame
    void Update()
    {
        if( curGameState == MiniGameState.active)
        {
            if( GameData.instanceRef.Health > 0)
            {
                if( GameData.instanceRef.TotalScore >= winScore)
                {
                    //won the game
                    curGameState = MiniGameState.win;
                    resultsText.text = "You are a winner";
                    GameOver();
                }
            }
            else  //lost due to health
            {
                curGameState = MiniGameState.lose;
                resultsText.text = "You lost, so sorry, try again";
                GameOver();
            }

        } //end if
    } //end Update

    /// <summary>
    /// Restart the game
    /// </summary>
    /// Syntax for a method to be executed by a Unity Event
    /// MUST BE PUBLIC to be executed by Unity EVENT
    public void ReStartGame()  //important syntax
    {
        GameData.instanceRef.ResetGameData();  //use singleton variable to call public method
        Utility.HideCG(resultsPanelCG); //toggle to hide panel
        curGameState = MiniGameState.active;
        //TODO 
        //start spawner
    }

    /// <summary>
    /// Games the over.
    /// Private since only executed from within this class
    /// </summary>
    private void GameOver()
    {
        Utility.ShowCG(resultsPanelCG); //toggle to make visible
        ///TODO stop spawner, destroy all spawned objects
        /// Get Text that is the child of the StartButton 
        Text btnText = startButton.GetComponentInChildren<Text>();
        btnText.text = "Play Again";
    }

}//end class

Version 2 - With Spawner Code Added

The code below is a simplified version, either version should work, select the one you prefer

//Feb 22, 2020
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;   //Required for modifying any UI element

public class MiniGameManager : MonoBehaviour
{

    public enum MiniGameState {  idle, active, win, lose }

    public MiniGameState curGameState;

    public Spawner spawner;//populate in inspector

    public Button startButton; //Button component on the StartButton gameObject
    public Text resultsText;   //Text component on the ResultsText gameObject
    public CanvasGroup resultsPanelCG; //canvas group component on the ResultsPanel
    public int winScore = 30;

    // Start is called before the first frame update
    void Start()
    {
        curGameState = MiniGameState.idle;  
        Utility.ShowCG(resultsPanelCG); //make sure panel is visible
        resultsText.text = "Score " + winScore + " To Win";
        startButton.onClick.AddListener(ReStartGame);
    }

    // Update is called once per frame
    void Update()
    {
        if( curGameState == MiniGameState.active)
        {
            if( GameData.instanceRef.Health > 0)
            {
                if( GameData.instanceRef.TotalScore >= winScore)
                {
                    //won the game
                    curGameState = MiniGameState.win;
                    resultsText.text = "You are a winner";
                    GameOver();
                }
            }
            else  //lost due to health
            {
                curGameState = MiniGameState.lose;
                resultsText.text = "You lost, so sorry, try again";
                GameOver();
            }

        } //end if
    } //end Update

    /// <summary>
    /// Restart the game
    /// </summary>
    /// Syntax for a method to be executed by a Unity Event
    /// MUST BE PUBLIC to be executed by Unity EVENT
    public void ReStartGame()  //important syntax
    {
        GameData.instanceRef.ResetGameData();  //use singleton variable to call public method
        Utility.HideCG(resultsPanelCG); //toggle to hide panel
        curGameState = MiniGameState.active;

        //start spawner
        spawner.activeSpawning = true;
        spawner.StartSpawning();
    }

    /// <summary>
    /// Games the over.
    /// Private since only executed from within this class
    /// </summary>
    private void GameOver()
    {
        Utility.ShowCG(resultsPanelCG); //toggle to make visible
        ///TODO stop spawner, destroy all spawned objects
        spawner.activeSpawning = false;
        spawner.DestroyAllPickups();

        /// Get Text that is the child of the StartButton 
        Text btnText = startButton.GetComponentInChildren<Text>();
        btnText.text = "Play Again";
    }

}//end class

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