I am fairly new to Unity and C# and am having some trouble. I am designing a 2d game, which has multiple levels. Each level contains a LevelManager which stores whether the level has been completed or not. They also have the DontDestroyOnLoad command in them. I want to access all the LevelManager gameObjects in my game and then store them in a level select scene. I want to use the win/lose bool to determine if the level has been completed so I can unlock the next level. To be clear, I want a way to access all the LevelManagers in my ENTIRE game and then store them as an array in a GameManager script. How do I do that?
Below is the LevelManager script which declares whether the level has been won or not.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class SceneController : MonoBehaviour
{
private GameObject[] StartHouseCount;
private GameObject[] StartDragonCount;
private GameObject[] LiveDragonCount;
private GameObject[] FinishedHouseCount;
public int NumOfHouses;
public int NumOfFinishedHouse;
public int NumOfDragons;
public int LiveNumOfDragons;
public GameObject[] Players;
public GameObject CurrentPlayer;
[Header("Player")]
public float RefuelRate;
public float RepairRate;
public GameObject canvas;
public bool GameIsPaused = false;
private GameObject MainPlayer;
public bool Win = false;
public int Level;
// Start is called before the first frame update
void Start()
{
CurrentPlayer = Players[0];
StartHouseCount = GameObject.FindGameObjectsWithTag("House");
StartDragonCount = GameObject.FindGameObjectsWithTag("Dragon");
NumOfHouses = StartHouseCount.Length;
NumOfDragons = StartDragonCount.Length;
MainPlayer = Players[0];
}
// Update is called once per frame
void Update()
{
GameIsPaused = canvas.GetComponent<PauseMenu>().GameIsPaused;
LiveDragonCount = GameObject.FindGameObjectsWithTag("Dragon");
LiveNumOfDragons = LiveDragonCount.Length;
FinishedHouseCount = GameObject.FindGameObjectsWithTag("ThankYou");
NumOfFinishedHouse = FinishedHouseCount.Length;
if (Input.GetKeyDown(KeyCode.Alpha1))
{
CurrentPlayer = Players[0];
}
if (Input.GetKeyDown(KeyCode.Alpha2))
{
CurrentPlayer = Players[1];
}
if (NumOfFinishedHouse == NumOfHouses)
{
SceneManager.LoadScene("WinScene");
}
if (MainPlayer == null)
{
SceneManager.LoadScene("LoseScene");
}
if (MainPlayer.GetComponent<BasicHelicopterController>().CurrentFuel <= 0 || MainPlayer.GetComponent<BasicHelicopterController>().CurrentHealth <= 0)
{
SceneManager.LoadScene("LoseScene");
}
}
}