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How do I go to my end scene when destroy my objects in current scene?

Discussion in 'Scripting' started by nederlandvoorvrijheid, Jun 16, 2022.

  1. nederlandvoorvrijheid

    nederlandvoorvrijheid

    Joined:
    May 26, 2022
    Posts:
    4
    I got no error message. This is the script Im using now and i added the scene to build already.

    Code (csharp):
    1.  
    2. using System.Collections;
    3. using System.Collections.Generic;
    4. using UnityEngine;
    5. using UnityEngine.SceneManagement;
    6. public class ObjectDestroy : MonoBehaviour
    7. {
    8.     public GameObject SmashEffect;
    9.     int score = 0;
    10.     private void OnMouseDown()
    11.     {
    12.         Destroy(gameObject);
    13.         Instantiate(SmashEffect, transform.position, Quaternion.identity);
    14.     }
    15.     public void ScoreUp()
    16.     {
    17.         score++;
    18.         if (score >= 7)
    19.         {
    20.             Win();
    21.         }
    22.     }
    23.     void Win()
    24.     {
    25.         SceneManager.LoadScene("EndScreen");
    26.     }
    27. }
    28.  
     
    Last edited: Jun 24, 2022
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,520
    If you post a code snippet, ALWAYS USE CODE TAGS:

    How to use code tags: https://forum.unity.com/threads/using-code-tags-properly.143875/

    You may edit your post above.

    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.

    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

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

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,520
    Note: the above single object has its own score variable. If you have 7 of these, you have seven score variables.

    It also appears to destroy itself when you click on it, so it isn't likely to ever go above a score of 1.

    Generally if you have a bunch of objects that you smash, you use some kind of GameManager to actually track the single score.

    Check out tutorials for basic scoring. It's far too much to type in a box here.
     
  4. nederlandvoorvrijheid

    nederlandvoorvrijheid

    Joined:
    May 26, 2022
    Posts:
    4
    Got it fixed already thx.

    Code (csharp):
    1.  
    2. using System.Collections;
    3. using System.Collections.Generic;
    4. using UnityEngine;
    5.  
    6. public class Smilies : MonoBehaviour
    7. {
    8.     public int scoreToGive = 1;
    9.     public int clicksToPop = 5;
    10.     public float scaleDecreasePerClick = 0.1f;
    11.     public ScoreManager scoreManager;
    12.     public GameObject SmashEffect;
    13.  
    14.     void OnMouseDown ()
    15.     {
    16.          clicksToPop -= 1;
    17.  
    18.          transform.localScale -= Vector3.one * scaleDecreasePerClick;  
    19.          
    20.          if(clicksToPop == 0)
    21.          {
    22.             scoreManager.IncreaseScore(scoreToGive);
    23.             Destroy(gameObject);
    24.             Instantiate(SmashEffect, transform.position, Quaternion.identity);
    25.          }
    26.     }
    27. }
    28.