collected coin amount is displayed in end scene
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parent
123ba04025
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dc38bdbdb7
@ -32,10 +32,11 @@ public class GameController : MonoBehaviour
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DontDestroyOnLoad(this.gameObject);
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DontDestroyOnLoad(this.gameObject);
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SceneManager.activeSceneChanged += ChangedScene;
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SceneManager.activeSceneChanged += ChangedScene;
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coinText.text = "0";
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coinText.text = "0";
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Debug.Log("Awake");
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if(!SceneManager.GetActiveScene().name.Equals(mainScene) && !SceneManager.GetActiveScene().name.Equals(endScene)){
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if(!SceneManager.GetActiveScene().name.Equals(mainScene)){
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Debug.Log(SceneManager.GetActiveScene().name);
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coinText.gameObject.SetActive(false);
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coinText.gameObject.SetActive(false);
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}else{
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}else{
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Debug.Log(SceneManager.GetActiveScene().name);
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coinText.gameObject.SetActive(true);
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coinText.gameObject.SetActive(true);
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}
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}
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}else{
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}else{
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@ -76,7 +77,8 @@ public class GameController : MonoBehaviour
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private void ChangedScene(Scene curr, Scene next){
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private void ChangedScene(Scene curr, Scene next){
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fadeCoroutine = StartCoroutine(FadeToBlack(string.Empty, false, fadeSpeed));
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fadeCoroutine = StartCoroutine(FadeToBlack(string.Empty, false, fadeSpeed));
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if(!next.name.Equals(mainScene)){
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if(!next.name.Equals(mainScene) && !next.name.Equals(endScene)){
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Debug.Log(endScene);
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coinText.gameObject.SetActive(false);
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coinText.gameObject.SetActive(false);
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}else{
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}else{
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coinText.gameObject.SetActive(true);
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coinText.gameObject.SetActive(true);
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