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Help with Counting game objects on the screen to load a win screen

Discussion in '2D' started by viniciuslucas87, Sep 15, 2022.

  1. viniciuslucas87

    viniciuslucas87

    Joined:
    Jul 10, 2021
    Posts:
    2
    Hello guys,

    I'm a newbie developer trying to solve a problem in my game. Its space invaders made for learning purposes.

    My win text is not loading even the script is not showing any errors.

    My lose screen is working well.

    If you guys need more information let me know.

    upload_2022-9-14_16-12-40.png


    Inside a GameManager Script in a GameManager obj
    My code:
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;


    public class GameManager : MonoBehaviour
    {
    public static int lives = 3;
    public static bool playGame = true;
    public Text livestext;
    public Text endScreen;
    public GameObject Enemy;
    public Text WinScreen;


    // Start is called before the first frame update
    void Start()
    {

    livestext.text = "Lives: " + lives;
    }

    // Update is called once per frame
    void Update()
    {
    if(GameObject.FindGameObjectsWithTag("Enemy") == null)
    {

    WinScreen.text = "You Win!";
    }

    livestext.text = "Lives: " + lives;
    if(lives == 0)
    {
    endScreen.text = "You Lose";
    }


    }


    }


    Cheers,
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,954
    Space Invaders is probably the most awesome first game to tackle. It is just the right size and has lots of interactions that will teach you how it all works.

    Sounds like you have a bug! Welcome to debugging! Debugging is an integral part of software development.

    Here is how you can get more information to help you diagnose your bug and fix it:

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    Debug.Log()
    statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    When in doubt, print it out!(tm)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.

    You must find a way to get the information you need in order to reason about what the problem is.
     
  3. BABIA_GameStudio

    BABIA_GameStudio

    Joined:
    Mar 31, 2020
    Posts:
    491
    I think your problem is this line:
    if(GameObject.FindGameObjectsWithTag("Enemy") == null)

    You are checking if this is null, yet from the manual:
    So it will never be null as it will always return an array (even if the array is empty). You should probably be checking if the array has no entries instead (check if the Count() is 0).
     
    Kurt-Dekker likes this.
  4. viniciuslucas87

    viniciuslucas87

    Joined:
    Jul 10, 2021
    Posts:
    2
    Thank you, guys. That information that you guys gave me is so important I'm saving it. I will include debug logs in my codes it is definitely a game-changer.

    ;)