For Project 3, I implemented a ‘Lose Screen’ and a ‘Win Screen’. At first, it was just a Canvas with a white Panel spread across it with some text and a button that said ‘Restart’ in the centre. This really hindered gameplay however, since gameplay was limited to a joystick and a single button. The button meant that players would have to move a hand from either the joystick or the single button to the mouse and click the on-screen button, Then, from there, they would have to quickly move their hand back to where is was previously.
I decided to fix this problem by writing a script that reloads the current level, if you lose, or the next level, if you win, with the Space Bar, the single button that was used for gameplay. This process involved writing three scripts: one that detects when the player has lost, one that reloads the current scene and one that loads the next scene. The first script that was written was HitDetection.cs and it contains the following:
In this script, lines 7 and 8 are are public references to the Win and the Lose Canvas’. This allows you to drag and drop the appropriate Canvas in the Inspector. The next line is a public reference to the PlayerController script (which contains all the code for how the player moves their character), however this is set in the Start() function instead of the Inspector.
The Start() function disables both the Win and Lose Canvas, then finds the PlayerController script that is attached to the GameObject tagged as PlayerBody. Disabling both Canvas’ is a crucial step because it stops them from appearing as soon as the game starts.
Finally, the OncollisionEnter2D() function. This function detects if the object that this script is attached to has collided with a GameObject tagged either Ground or EndZone. If it collides with the Ground, the LoseCanvas is enabled, however, if it collides with the EndZone, the WinCanvas is enabled instead. Either way the PlayerController script is disabled. This is because, when the player wins or loses, we want to stop them from being able to control the character afterwards.
Now to the LoseScreen script. It is a really small script that looks like this:
The Update() function in this script checks if the player presses the Space Bar and, if so, loads the active scene. Remember to include line 4 in any script that uses the SceneManager. Lines 1-3 are generated whenever you make a C# script in Unity, so you don’t need to worry about them, but line 4 is not.
The only difference between the LoseScreen script and the WinScreen script is line 11. Line 11 in the WinScreen script is this:
Instead of loading the active scene, this load the next scene. The next scene is determined by the order that the scenes are placed in File > Build Settings in Unity.