This level unlocking thing is really racking my brain. Last thing I like to do is ask for help.
My problem:
Staring the game, all my levels are locked except for Level 1. Which is obviously great. So I start level 1, which the object of the level is to gather 4 "soul fragments' to move to the next level. The script works and once 4 fragments are gathered it moves you to the next level. The problem is it not only unlocks level 2, but also unlocks levels 3 & 4. Clearing level 2, unlocks level 5, etc. So I'm assuming its unlocking 4 levels up from the current level you're on.
Help is greatly appreciated!
My problem:
Staring the game, all my levels are locked except for Level 1. Which is obviously great. So I start level 1, which the object of the level is to gather 4 "soul fragments' to move to the next level. The script works and once 4 fragments are gathered it moves you to the next level. The problem is it not only unlocks level 2, but also unlocks levels 3 & 4. Clearing level 2, unlocks level 5, etc. So I'm assuming its unlocking 4 levels up from the current level you're on.
C#:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using UnityEngine.SceneManagement;
public class SFCollected : MonoBehaviour
{
private int fragments = 0;
public int nextSceneLoad;
[SerializeField] private TextMeshProUGUI fragmentsText;
void Start()
{
nextSceneLoad = SceneManager.GetActiveScene().buildIndex + 1;
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.gameObject.CompareTag("Fragment"))
{
Destroy(collision.gameObject);
fragments++;
fragmentsText.text = "x " + fragments;
}
if (fragments is 4)
{
SceneManager.LoadScene(nextSceneLoad);
if(nextSceneLoad > PlayerPrefs.GetInt("levelsUnlocked"))
{
PlayerPrefs.SetInt("levelsUnlocked", nextSceneLoad);
}
}
}
}
C#:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class LevelManager : MonoBehaviour
{
int levelsUnlocked;
public SceneFader fader;
public Button[] buttons;
void Start()
{
levelsUnlocked = PlayerPrefs.GetInt("levelsUnlocked", 1);
for (int i = 0; i < buttons.Length; i++)
{
buttons[i].interactable = false;
}
for (int i = 0; i < levelsUnlocked; i++)
{
buttons[i].interactable = true;
}
}
public void LoadLevel(int levelIndex)
{
SceneManager.LoadScene(levelIndex);
}
public void Select (string levelName)
{
fader.FadeTo(levelName);
}
}