Reputation: 11
so I’m trying to create a respawn system as a beginner, and everything seems to be working the first time but the second time it seems to be unbehaving. If anyone knows how to help me, I would appreciate it
LevelControl:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LevelControl : MonoBehaviour
{
public int index;
public string levelName;
public GameObject GameOverPanel;
public static LevelControl instance;
private void Awake()
{
if (instance == null)
{
DontDestroyOnLoad(gameObject);
instance = GetComponent<LevelControl>();
}
}
void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Player"))
{
//Loading level with build index
SceneManager.LoadScene(index);
//Loading level with scene name
SceneManager.LoadScene(levelName);
//Restart level
//SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
}
public void LoadLevel1()
{
SceneManager.LoadScene("Game");
}
public GameObject GetGameOverScreen()
{
return GameOverPanel;
}
}
PlayerMovement:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public CharacterController2D controller;
public float runSpeed = 40f;
float horizontalMove = 0f;
bool jump = false;
bool crouch = false;
// Update is called once per frame
void Update()
{
horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed;
if (Input.GetButtonDown("Jump"))
{
jump = true;
}
if (Input.GetButtonDown("Crouch"))
{
crouch = true;
}
else if (Input.GetButtonUp("Crouch"))
{
crouch = false;
}
}
void FixedUpdate()
{
// Move our character
controller.Move(horizontalMove * Time.fixedDeltaTime, crouch, jump);
jump = false;
//FindObjectOfType<GameManager>().EndGame();
}
void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.tag == "Enemy")
{
//Destroy(FindObjectOfType<CharacterController2D>().gameObject);
GameObject.Find("Player").SetActive(false);
LevelControl.instance.GetGameOverScreen().SetActive(true);
}
}
}
Error In Unity Video: https://i.sstatic.net/VFBKE.jpg
If your wondering what I'm trying to do, well, when the 2 colliders of the Player and Enemy collide, I want a restart button to pop up, and the Character to get destroyed, and after that restart the level as is.
Upvotes: 0
Views: 297
Reputation:
Ok, Normally it would be easier just to do this:
if (collision.gameObject.tag == "Enemy")
{
//Destroy(FindObjectOfType<CharacterController2D>().gameObject);
gameObject.SetActive(false);
LevelControl.instance.GetGameOverScreen().SetActive(true);
But this will NOT work if you want to attach the script to any other gameobjects for any reason. If you are then first make a game object variable containing the player, like this:
public GameObject Player = GameObject.Find("Player");
Then say
Player.SetActive(false);
This creates a player gameobject which you can access by calling the variable.
Upvotes: 0
Reputation: 90724
You didn't provide much but I try to work with what we have.
In LevelController
you have
private void Awake()
{
if (instance == null)
{
DontDestroyOnLoad(gameObject);
instance = GetComponent<LevelControl>();
}
}
First of all just use
instance = this;
;)
Then you are doing
LevelControl.instance.GetGameOverScreenn().SetActive(true);
I don't see your setup but probably GetGameOverScreenn
might not exist anymore after the Scene reload while the instance
still does due to the DontDestroyOnLoad
.
Actually, why even use a Singleton here? If you reload the entire scene anyway you could just setup the references once via the Inspector and wouldn't have to worry about them later after scene changes...
Also
GameObject.Find("Player").SetActive(false);
seems odd .. isn't your PlayerController
attached to the Player object anyway? You could just use
gameObject.SetActive(false);
Upvotes: 3