created level scoreboard for amount of coloured gameobjects 10second timer, then loads the main scoreboard, ten second timer, then loads the new scene based on string given in inspector allow texture to load through scriptJosh_Dev_branch
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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
using TMPro; | |||
using UnityEngine.UI; | |||
public class ColourSquareCollection : MonoBehaviour | |||
{ | |||
public Texture colouredTexture; | |||
public GameObject counterScore; | |||
public GameObject colourCube; | |||
public Color currentPlayerColour; | |||
GameObject[] objs; | |||
Renderer abc; | |||
int counter = 0; | |||
void Start(){ | |||
//have to first get colour from player, hard code purple in at the moment | |||
colourCube.GetComponent<Image>().color = currentPlayerColour; | |||
objs = GameObject.FindGameObjectsWithTag("Coloured"); | |||
counter = 1; | |||
counterScore.GetComponent<TextMeshProUGUI>().text = counter.ToString(); | |||
} | |||
// Update is called once per frame | |||
public void colourupdatefromMove() | |||
{ | |||
counter = 1; | |||
foreach(GameObject a in objs){ | |||
abc = a.GetComponent<Renderer>(); | |||
if (abc.material.GetTexture("_Albedo") == colouredTexture) | |||
{ | |||
counter++; | |||
} | |||
} | |||
counterScore.GetComponent<TextMeshProUGUI>().text = counter.ToString(); | |||
} | |||
} |
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