From dc38bdbdb7aa7e24770c1713c06b6c4700ae19c5 Mon Sep 17 00:00:00 2001 From: Soulaha Balde Date: Sat, 29 Oct 2022 23:28:19 -0400 Subject: [PATCH] collected coin amount is displayed in end scene --- Assets/Scripts/GameController.cs | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) diff --git a/Assets/Scripts/GameController.cs b/Assets/Scripts/GameController.cs index 1608301..3e803a5 100644 --- a/Assets/Scripts/GameController.cs +++ b/Assets/Scripts/GameController.cs @@ -32,10 +32,11 @@ public class GameController : MonoBehaviour DontDestroyOnLoad(this.gameObject); SceneManager.activeSceneChanged += ChangedScene; coinText.text = "0"; - Debug.Log("Awake"); - if(!SceneManager.GetActiveScene().name.Equals(mainScene)){ + if(!SceneManager.GetActiveScene().name.Equals(mainScene) && !SceneManager.GetActiveScene().name.Equals(endScene)){ + Debug.Log(SceneManager.GetActiveScene().name); coinText.gameObject.SetActive(false); }else{ + Debug.Log(SceneManager.GetActiveScene().name); coinText.gameObject.SetActive(true); } }else{ @@ -76,7 +77,8 @@ public class GameController : MonoBehaviour private void ChangedScene(Scene curr, Scene next){ fadeCoroutine = StartCoroutine(FadeToBlack(string.Empty, false, fadeSpeed)); - if(!next.name.Equals(mainScene)){ + if(!next.name.Equals(mainScene) && !next.name.Equals(endScene)){ + Debug.Log(endScene); coinText.gameObject.SetActive(false); }else{ coinText.gameObject.SetActive(true);