I created a panel for my game over scene. I want to activate after one player reaches 3 in scoreboard. Problem is my panel is not showing. What is wrong about this script ? Thanks for help.
public float speed;
public Text countText;
public Text winText;
public GameObject panel;
private float t;
// Create private references to the rigidbody component on the player, and the count of pick up objects picked up so far
private Rigidbody rb;
private int count;
// At the start of the game..
void Start()
{
// Make the game run as fast as possible
// Assign the Rigidbody component to our private rb variable
rb = GetComponent<Rigidbody>();
// Set the count to zero
count = 0;
// Run the SetCountText function to update the UI (see below)
SetCountText();
// Set the text property of our Win Text UI to an empty string, making the 'You Win' (game over message) blank
winText.text = "";
}
// Each physics step..
void FixedUpdate()
{
// Set some local float variables equal to the value of our Horizontal and Vertical Inputs
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
// Create a Vector3 variable, and assign X and Z to feature our horizontal and vertical float variables above
Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
// Add a physical force to our Player rigidbody using our 'movement' Vector3 above,
// multiplying it by 'speed' - our public player speed that appears in the inspector
rb.AddForce(movement * speed);
}
// When this game object intersects a collider with 'is trigger' checked,
// store a reference to that collider in a variable named 'other'..
void OnTriggerEnter(Collider other)
{
// ..and if the game object we intersect has the tag 'Pick Up' assigned to it..
if (other.gameObject.CompareTag("Pick Up"))
{
// Make the other game object (the pick up) inactive, to make it disappear
other.gameObject.SetActive(true);
// Add one to the score variable 'count'
count = count + 1;
// Run the 'SetCountText()' function (see below)
SetCountText();
}
}
// Create a standalone function that can update the 'countText' UI and check if the required amount to win has been achieved
void SetCountText()
{
// Update the text field of our 'countText' variable
countText.text = ": " + count.ToString();
// Check if our 'count' is equal to or exceeded 12
if (count >= 3)
{
{
// Set the text value of our 'winText'
winText.text ="WİNNER!";
{
StartCoroutine(WaitForIt(2.1F));
}
IEnumerator WaitForIt(float waitTime)
{
yield return new WaitForSeconds(waitTime);
gameObject.SetActive(true);
}
{
}