#pragma strict
var challenge1 : Texture;
var challenge2 : Texture;
var challenge3 : Texture;
var LevelOneEnabled = true;
var LevelTwoEnabled = false;
var LevelThreeEnabled = false;
var Score : TextMesh;
var Score2 : TextMesh;
var Score3 : TextMesh;
function Start(){
}
function Awake(){
Score.text = "Highscore: "+ PlayerPrefs.GetInt("JeepneyScore");
Score2.text = "Highscore: "+ PlayerPrefs.GetInt("JeepneyScore2");
Score3.text = "Best Time: "+ PlayerPrefs.GetFloat("JeepneyScore3");
}
function OnGUI()
{
GUI.enabled = LevelOneEnabled;
if(GUI.Button(Rect(400,100,250,250),challenge1)){
Application.LoadLevel("LoadScene");
}
GUI.enabled = LevelTwoEnabled;
if(GUI.Button(Rect(700,100,250,250),challenge2)){
Application.LoadLevel("LoadScene2");
}
GUI.enabled = LevelThreeEnabled;
if(GUI.Button(Rect(1000,100,250,250),challenge3)){
Application.LoadLevel("LoadScene3");
}
}
Can anybody knows hot to get the logic in playerprefs so that the LoadScene2, and 3
will unlock after finishing the first mission?
Please I'm hoping for an answer :(
put in
var level : int;
then in start
level = PlayerPrefs.GetInt("level",0);
then in your if(GUI.Buttons){}
if(level >= 2){}
and
if(level >= 3){}
and so on and in your actual levels set the int in your playerprefs once they complete the level, probably load the int again and use if to check if it is greater than then replace if it is not
EDIT:
var levelnum : int = 2;
PlayerPrefs.SetInt("level",levelnum);
Related
I'm having a rather unusual problem with this code in unity, I keep getting the error "Expressions in statements must only be executed for their side-effects", I went around the web searching for the problem but all the answers were different, the line that is giving the error is (47,44) which is the AnimObj.GetComponent.<Animation>().Play thanks in advance for the help -_-;
var CrossObject : GameObject;
var MechanicsObject : GameObject;
var ClipCount : int;
var ReserveCount : int;
var ReloadAvailable : int;
var AnimObj : GameObject;
var ScriptObj : GameObject;
function Update () {
ClipCount = GlobalAmmo.LoadedAmmo;
ReserveCount = GlobalAmmo.CurrentAmmo;
if (ReserveCount == 0) {
ReloadAvailable = 0;
} else {
ReloadAvailable = 10 - ClipCount;
}
if (Input.GetButtonDown("Reload")) {
if (ReloadAvailable >=1) {
if (ReserveCount <= ReloadAvailable) {
GlobalAmmo.LoadedAmmo += ReserveCount;
GlobalAmmo.CurrentAmmo -= ReserveCount;
ActionReload();
} else {
GlobalAmmo.LoadedAmmo += ReloadAvailable;
GlobalAmmo.CurrentAmmo -= ReloadAvailable;
ActionReload();
}
}
EnableScripts();
}
}
function EnableScripts () {
yield WaitForSeconds(1);
ScriptObj.GetComponent("Fire").enabled=true;
CrossObject.SetActive(true);
MechanicsObject.SetActive(true);
}
function ActionReload () {
ScriptObj.GetComponent("Fire").enabled=false;
CrossObject.SetActive(false);
MechanicsObject.SetActive(false);
AnimObj.GetComponent.<Animation>().Play;
}
In Unity, Animation.Play() is a function not a variable. You are accessing that as a variable by not including () at the end of Play.
It should be:
AnimObj.GetComponent.<Animation>().Play();
I have guiTexts called scoreLevel1, scoreLevel2 where i want to show the score from the right levels but it isn't showing any text or scores... There are no build errors. How do I make it show up as expected?
var Score : int;
function Update () {
Score -= 1 * Time.deltaTime;
guiText.text = "Score: "+Score;
TimerOfDeath();
}
HighScores.js:
//run at start if score doesn't exist yet to initialise playerPref
function Start(){
if(!PlayerPrefs.HasKey(Application.loadedLevelName+"HighScore"))
PlayerPrefs.SetFloat(Application.loadedLevelName+"HighScore", 0);
}
//run when level is completed
function OnTriggerEnter(other : Collider){
if(other.tag == "Player"){
Score = gameObject.Find("ScoreCount").GetComponent("ScoringPts").Update("Score");
if(Score > PlayerPrefs.GetFloat(Application.loadedLevelName+"HighScore"))
{
PlayerPrefs.SetFloat(Application.loadedLevelName+"HighScore", Score);
}
}
}
GetHighScores.js:
#pragma strict
function Start () {
var hscount = 1;
var iterations = 1;
var maxIterations = 5;
var findtext = gameObject.Find("scoreLevel"+(hscount));
while(hscount < 5 && iterations < maxIterations){
if(!PlayerPrefs.HasKey("Level"+(hscount)+"HighScore")){
findtext.guiText.text = "Level"+(hscount)+ ": " + PlayerPrefs.GetFloat("Level"+(hscount)+"HighScore");
hscount++;
}
iterations++;
}
}
#pragma strict
static var charge : int = 0;
var collectSound : AudioClip;
//HUD
var hudCharge : Texture2D[];
var chargeHudGUI : GUITexture;
//Generator
var meterCharge : Texture[];
var meter : Renderer;
//Matches
private var haveMatches : boolean = false;
var matchGUIprefab : GUITexture;
private var matchGUI : GUITexture;
var fireEmitters : ParticleEmitter[];
var TextHints : GUIText;
function Start ()
{
charge = 0;
}
function Update ()
{
}
function CellPickup()
{
AudioSource.PlayClipAtPoint(collectSound, transform.position);
charge++;
chargeHudGUI.texture = hudCharge[charge];
meter.material.mainTexture = meterCharge[charge];
HUDon();
}
function HUDon()
{
if(!chargeHudGUI.enabled)
{
chargeHudGUI.enabled = true;
}
}
function MatchPickup()
{
haveMatches = true;
AudioSource.PlayClipAtPoint(collectSound, transform.position);
var matchHUD : GUITexture = Instantiate(matchGUIprefab, Vector3(0.15,0.1,0),transform.rotation);
matchGUI = matchHUD;
}
function OnControllerColliderHit(col : ControllerColliderHit)
{
if(col.gameObject.name == "campfire")
{
if(haveMatches)
{
LightFire(col.gameObject);
}
else
{
TextHints.SendMessage("ShowHint", "i could use this campfire to signal for help... \n if only i could light it");
}
}
}
function LightFire(campfire : GameObject)
{
fireEmitters = campfire.GetComponentsInChildren(ParticleEmitter);
for(var emitter : ParticleEmitter in fireEmitters)
{
emitter.emit = true;
}
campfire.audio.Play();
Destroy(matchGUI);
haveMatches=false;
}
i was 1st having a problem saying can't cast from source type to destination type then i added pragma strict and now i'm getting the error in the title, now i'm writing more because the lovely website thinks that that didn't explain enough.
Ok, I'm not familiar with this apparently typed variant of javascript, but assuming it's something like the other Java-family languages and has C-style casts, I would try this in LightFire:
var emitters : Component[] = campfire.GetComponentsInChildren(ParticleEmitter);
for(var emitter : Component in fireEmitters)
{
((ParticleEmitter)emitter).emit = true;
}
If that's not the right syntax, then find out how to do a downcast.
I think I'm beginning to like this coding stuff. Anyway in my current Shooting Gallery project I have a JavaScript question. I'm building in Unity3d and I get a "transform" is not a member of "Object" error on the code inserted below.
var newball;
static var tempBasketBall :Rigidbody;
private var canFire = true;
var pos :Transform[];
var ball1 :Rigidbody;
var canControl1 = true;
var destroyTime :int = 6;
var player1 :GameObject;
var b1Parent :Transform;
var yVel :float;
var zVel :float;
function Start()
{
ball1 = Instantiate (tempBasketBall, pos[0].position, pos[0].rotation);
ball1.transform.parent = b1Parent;
}
function Update() {
if(Input.GetButton("Fire1"))
animation.PlayQueued("fire", QueueMode.PlayNow);
}
function TapFunction() {
animation.PlayQueued("fire", QueueMode.PlayNow);
player1.animation.PlayQueued("fire");
ball1.transform.parent = null;
ball1.useGravity = true;
ball1.velocity = transform.TransformDirection(0, yVel, zVel);
MakeBall1(pos[0]);
canControl1 = false;
player1.animation.PlayQueued("idle");
}
function MakeBall1(pos)
{
yield new WaitForSeconds(1);
ball1 = Instantiate(tempBasketBall, pos.transform.position, pos.transform.rotation);
ball1.transform.parent = b1Parent;
canControl1 = true;
}
The error is in the MakeBall function at the end. To my untrained mind, it seems I established the
transform in the start function. As usual any assistance and shared knowledge will be tremendously appreciated.
Transform(you are passing as argument an onject of this tipe) does not have a "transform" member,you should use pos.position
I'm trying to create a Highscore table for my Arcade spaceshooter game, im doing this table with variables so no DB is needed to store the scores they will be temporary
var high1 : int;
var high2 : int;
var high3 : int;
var high4 : int;
var high5 : int;
function OnGUI () {
var camera;
camera = GameObject.FindWithTag("MainCamera");
var scorepoints;
scorepoints = camera.GetComponent(Scorescript).currentScore;
}
I'm using Unity btw and im trying to access the Scorescript which harbors the current score the Player had, problem is it always says it cant find the component of the script,the object tag name is right and the script name too, here is the score script:
var customSkin : GUISkin;
var enemy;
enemy = GameObject.FindWithTag("Enemy");
var currentScore : int = 0;
var visibleScore : int = 0;
function OnGUI () {
GUI.skin = customSkin;
GUILayout.BeginArea ( Rect ( Screen.width / 1.2, Screen.height / 10 ,300,200) );
GUILayout.Box ( visibleScore.ToString () );
GUILayout.EndArea ();
}
function AnimateVisibleScore () {
iTween.ValueTo (
gameObject,
{
"from" : visibleScore,
"to" : currentScore,
"onupdate" : "ChangeVisibleScore",
"time" : 0.5
}
);
}
function ChangeVisibleScore ( i : int ) {
visibleScore = i;
}
function IncrementScore ( i : int ) {
currentScore += i;
AnimateVisibleScore ();
}
function DecrementScore ( i : int ) {
currentScore -= i;
AnimateVisibleScore ();
}
And I'm a nublet at scripting if anyone could give a hand in finishing this particular part i would be very grateful.
Try
scorepoints = Camera.main.GetComponentInChildren("Scorescript");