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Question by dsamuelson · Jul 20, 2016 at 08:58 PM · uiinstantiatetextupdateimage

Multiple gui instantiation issues

Ok so here's the basic problem I have a main canvas game object with 2 buttons 1 for gold mine and another for meeting hall. When I press these buttons I want a prefab info canvas to instantiate and update with the information for that specific button. So here are what my scripts look like just now

MtgHll button:

using UnityEngine; using System.Collections; using UnityEngine.UI;

public class MtgHallButton : MonoBehaviour {

 public GameObject InfoScreen;
 public Button MtgHall;
 public Sprite[] MtgHllvl;
 private int mtglvl;
   

 void Start()
 {
     mtglvl = GameStats.GameStatssc.MtgHalllvl;
     MtgHall = GetComponent<Button>();
     MtgHall.image.overrideSprite = MtgHllvl[Mathf.Abs(GameStats.GameStatssc.MtgHalllvl - 1)];
     
 }
 void Update()
 {
     mtglvl = GameStats.GameStatssc.MtgHalllvl;
     MtgHall.image.overrideSprite = MtgHllvl[Mathf.Abs(GameStats.GameStatssc.MtgHalllvl - 1)];
 }

 public void UpgradeMtgHall()
 {
     if (GameStats.GameStatssc.MtgHalllvl <= 10)
     {
         Instantiate(InfoScreen);
         InfoScreen.GetComponent<InfoMenu>().StatsTxt.text = "Level " + mtglvl.ToString();
         GameObject.Find("SelectedGraphicImage").GetComponent<Image>().sprite = MtgHllvl[Mathf.Abs(GameStats.GameStatssc.MtgHalllvl - 1)];
     }

 }

}

Info Menu:

using UnityEngine; using System.Collections; using UnityEngine.UI;

public class InfoMenu : MonoBehaviour {

 public Text StatsTxt;
 public Text DescTxt;
 public Image InfoIcon;
 public Button XButton;
 public Button upgrdButton;


 // Use this for initialization
 void Start () {
 
 }
 
 // Update is called once per frame
 void Update () {
 
 }
 public void X_buttonPress()
 {
     Destroy(gameObject);
 }
 public void Upg_button()
 {
     if (GameStats.GameStatssc.MtgHalllvl <10)
     GameStats.GameStatssc.MtgHalllvl += 1;
     GameStats.GameStatssc.Save();
     Destroy(gameObject);
     
 }

}

GameStats:

using UnityEngine; using System.Collections; using System; using System.Runtime.Serialization.Formatters.Binary; using System.IO;

public class GameStats : MonoBehaviour { public static GameStats GameStatssc;

 public int MtgHalllvl;
 public int GoldMinelvl;

 void Awake()
 {
     if (GameStatssc == null)
     {
         DontDestroyOnLoad(gameObject);
         GameStatssc = this;
     }
     else if (GameStatssc != this)
     {
         Destroy(gameObject);
     }
     Load();
 }
 void OnEnable()
 {
     Load();
 }
 void OnDisable()
 {
     Save();
 }

 public void Save()
 {
     BinaryFormatter bf = new BinaryFormatter();
     FileStream file = File.Create(Application.persistentDataPath + "/TWarInfo.dat");

     PlayerData data = new PlayerData();
     data.MtgHalllvl = MtgHalllvl;
     data.GoldMinelvl = GoldMinelvl;
     bf.Serialize(file, data);
     file.Close();

 

} public void Load() { if (File.Exists(Application.persistentDataPath + "/TWarInfo.dat")) { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/TWarInfo.dat", FileMode.Open); PlayerData data = (PlayerData)bf.Deserialize(file); file.Close();

         MtgHalllvl = data.MtgHalllvl;
         GoldMinelvl = data.GoldMinelvl;

     }
 }

     }

[Serializable] class PlayerData { public int MtgHalllvl; public int GoldMinelvl; }

and the gold mine script is similar to the MtgHll script. So there are a couple of issues.

1 I would like a better way to change the instantiated image sprite. I feel like gameobject.find could have some issues.

2 I would like for the upgrade button to act uniquely on the button that made it so I can use the same button but for different upgradeable buildings

3 Whenever I click the button to instantiate the infoscreen I find that the current level is always 1 behind unless I destroy the object and instantiate it again then it's at the correct level and I need this to be current.

I appreciate any help that can be given on this. Thank you.

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