Game Development Reference
In-Depth Information
10. Now that we have
PopupButtonScript
, we assign a reference to the
Level3Extras
script (attached to this object) to the data field of the first
action of
PopupButtonScript
. This way, when the button is clicked, the
EnableObject
action will operate on the
SetupLevel3
GameObject (ac-
cessed from
Level3Extras
):
Level3Extras l3x =
GetComponent<Level3Extras>();
if (l3x)
{
pbs.actions[0].data.obj =
l3x.setupLevel3;
}
11. Next, we connect the
popup_Level3Finish
pop up to the
re-
sponse_ShowLevel3Results
component. This will allow
LevelLo-
gicObj
to display the level complete UI:
GameObject llo = GameObject.Find
("LevelLogicObj");
if (llo != null)
{
llo.GetComponent<response_ShowLevel3Results>().passPopup
= ppm.Level3Finish;
}
12. In
_level3
, the fail condition is triggered from the
Timer
GameObject,
when the time remaining reaches zero. To enable this component to display
the
popup_Level3Repeat
UI, we must connect them together via the
PopupMgr
script:
GameObject TimeObj = GameObject.Find
("Time");
if (TimeObj != null)
{
TimeObj.GetComponent<TimeScript>().failPopup