i’ve put a debug on my switch but it’s not running
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class LevelController : MonoBehaviour
{
string[] levelName = new string[15];
// SceneLoader sceneLoader;
FinishLevel finishLevel;
[SerializeField] Image[] locks;
[SerializeField] Button[] locksBtn;
private void Awake()
{
finishLevel = GetComponent<FinishLevel>();
GetLevelPlayerPref();
}
// Start is called before the first frame update
void Start()
{
/* finishLevel = GetComponent<FinishLevel>();
GetLevelPlayerPref();
UnlockLevel(); */
}
// Update is called once per frame
void Update()
{
UnlockLevel();
}
void GetLevelPlayerPref()
{
var myLevelCompleted = PlayerPrefs.GetInt("levelComplete"); // gets the last saved playerpref key
Debug.Log(myLevelCompleted);
PlayerPrefs.HasKey("levelComplete");
}
void UnlockLevel()
{
switch(finishLevel.levelNumber)
{
case 2:
Debug.Log("test");
locks[0].enabled = false;
locksBtn[0].interactable = true;
break;
case 3:
locks[1].enabled = false;
locksBtn[1].interactable = true;
break;
case 4:
locks[2].enabled = false;
locksBtn[2].interactable = true;
break;
case 5:
locks[3].enabled = false;
locksBtn[3].interactable = true;
break;
case 6:
locks[4].enabled = false;
locksBtn[4].interactable = true;
break;
case 7:
locks[5].enabled = false;
locksBtn[5].interactable = true;
break;
case 8:
locks[6].enabled = false;
locksBtn[6].interactable = true;
break;
}
}
}