I have a wee game that I’ve got working, as far as the interactivity goes. But, in my lack of foresight, I need to add a couple instructional panels.
What I have is this:
I have an animator that controls the OPEN and CLOSED states for 3 different UI panels. When the scene is launched, the animator slides the first UI panel in from the left. This animator is controlled by a ScreenManager.cs script attached to an Empty Game Object, I’ve called ScreenManager.
I have another script called ShopliftingInteractivity.cs that dictates what happens when the user interacts with the different elements of the UI.
What I want is this:
At the point that the animator has shown the first panel, but before the user stars tapping things all willy-nilly, I’d like to Set.Active an overlay panel that serves as an instruction screen. I would like to call this Instructional screen from my ShopliftingInteractivity.cs script, to keep the ScreenManager.cs only dealing with showing the UI panels.
For the life of me, I cannot figure out the magical incantation that will allow me to do this.
I’ve tried:
public Animator AmateurCrimeboard;
public void ShowInstructionPanelOne ()
{
if (Animator AmateurCrimeboard.isInitialized)
{
InstructionPanelOne.SetActive (true);
}
}
I’ve also tried:
public void ShowInstructionPanelOne ()
{
if (Animator AmateurCrimeboard.isActiveAndEnabled)
{
InstructionPanelOne.SetActive (true);
}
}
I’ve also tried:
public void ShowInstructionPanelOne ()
{
if (AmateurCrimeboard==true)
{
InstructionPanelOne.SetActive (true);
}
}
The thing is, I don’t quite understand all the language in the manual, so I don’t really know what it is that I’m looking for. I am also not a programmer, I am a graphic designer who is really trying to learn. I believe I’m close, but I’m not using the correct syntax.
I would appreciate help from someone more knowledgeable than myself.
Thank you kindly, in advance.
@Mavina