Adding UI & Level Transitions

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Schwierigkeitsgrad: Fortgeschrittene Anfänger

This is part 12 of 14 of the 2D Roguelike tutorial in which we create the UI and add code to the GameManager script to manage the level changes.

Adding UI & Level Transitions

Fortgeschrittene Anfänger 2D Roguelike tutorial


Please note that this lesson has been updated to reflect changes to Unity's API. Please refer to the upgrade guide PDF in your asset package download or available directly here.


Code snippet

using UnityEngine;
using System.Collections;

    using System.Collections.Generic;       //Allows us to use Lists. 
    using UnityEngine.UI;                   //Allows us to use UI.
    public class GameManager : MonoBehaviour
        public float levelStartDelay = 2f;                      //Time to wait before starting level, in seconds.
        public float turnDelay = 0.1f;                          //Delay between each Player turn.
        public int playerFoodPoints = 100;                      //Starting value for Player food points.
        public static GameManager instance = null;              //Static instance of GameManager which allows it to be accessed by any other script.
        [HideInInspector] public bool playersTurn = true;       //Boolean to check if it's players turn, hidden in inspector but public.
        private Text levelText;                                 //Text to display current level number.
        private GameObject levelImage;                          //Image to block out level as levels are being set up, background for levelText.
        private BoardManager boardScript;                       //Store a reference to our BoardManager which will set up the level.
        private int level = 1;                                  //Current level number, expressed in game as "Day 1".
        private List<Enemy> enemies;                          //List of all Enemy units, used to issue them move commands.
        private bool enemiesMoving;                             //Boolean to check if enemies are moving.
        private bool doingSetup = true;                         //Boolean to check if we're setting up board, prevent Player from moving during setup.
        //Awake is always called before any Start functions
        void Awake()
            //Check if instance already exists
            if (instance == null)
                //if not, set instance to this
                instance = this;
            //If instance already exists and it's not this:
            else if (instance != this)
                //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager.
            //Sets this to not be destroyed when reloading scene
            //Assign enemies to a new List of Enemy objects.
            enemies = new List<Enemy>();
            //Get a component reference to the attached BoardManager script
            boardScript = GetComponent<BoardManager>();
            //Call the InitGame function to initialize the first level 
        //This is called each time a scene is loaded.
        void OnLevelWasLoaded(int index)
            //Add one to our level number.
            //Call InitGame to initialize our level.
        //Initializes the game for each level.
        void InitGame()
            //While doingSetup is true the player can't move, prevent player from moving while title card is up.
            doingSetup = true;
            //Get a reference to our image LevelImage by finding it by name.
            levelImage = GameObject.Find("LevelImage");
            //Get a reference to our text LevelText's text component by finding it by name and calling GetComponent.
            levelText = GameObject.Find("LevelText").GetComponent<Text>();
            //Set the text of levelText to the string "Day" and append the current level number.
            levelText.text = "Day " + level;
            //Set levelImage to active blocking player's view of the game board during setup.
            //Call the HideLevelImage function with a delay in seconds of levelStartDelay.
            Invoke("HideLevelImage", levelStartDelay);
            //Clear any Enemy objects in our List to prepare for next level.
            //Call the SetupScene function of the BoardManager script, pass it current level number.
        //Hides black image used between levels
        void HideLevelImage()
            //Disable the levelImage gameObject.
            //Set doingSetup to false allowing player to move again.
            doingSetup = false;
        //Update is called every frame.
        void Update()
            //Check that playersTurn or enemiesMoving or doingSetup are not currently true.
            if(playersTurn || enemiesMoving || doingSetup)
                //If any of these are true, return and do not start MoveEnemies.
            //Start moving enemies.
            StartCoroutine (MoveEnemies ());
        //Call this to add the passed in Enemy to the List of Enemy objects.
        public void AddEnemyToList(Enemy script)
            //Add Enemy to List enemies.
        //GameOver is called when the player reaches 0 food points
        public void GameOver()
            //Set levelText to display number of levels passed and game over message
            levelText.text = "After " + level + " days, you starved.";
            //Enable black background image gameObject.
            //Disable this GameManager.
            enabled = false;
        //Coroutine to move enemies in sequence.
        IEnumerator MoveEnemies()
            //While enemiesMoving is true player is unable to move.
            enemiesMoving = true;
            //Wait for turnDelay seconds, defaults to .1 (100 ms).
            yield return new WaitForSeconds(turnDelay);
            //If there are no enemies spawned (IE in first level):
            if (enemies.Count == 0) 
                //Wait for turnDelay seconds between moves, replaces delay caused by enemies moving when there are none.
                yield return new WaitForSeconds(turnDelay);
            //Loop through List of Enemy objects.
            for (int i = 0; i < enemies.Count; i++)
                //Call the MoveEnemy function of Enemy at index i in the enemies List.
                enemies[i].MoveEnemy ();
                //Wait for Enemy's moveTime before moving next Enemy, 
                yield return new WaitForSeconds(enemies[i].moveTime);
            //Once Enemies are done moving, set playersTurn to true so player can move.
            playersTurn = true;
            //Enemies are done moving, set enemiesMoving to false.
            enemiesMoving = false;

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