// Update is called once per frame void Update() { //play before all fragments audio if (!beforeAllFragmentsAudio.isPlaying && FragmentMgr.getFragmentList().Count != 6) { beforeAllFragmentsAudio.Play(); } //display "No Fragments" text if 0 fragments have been collected if (FragmentMgr.getFragmentList().Count == 0) { noFragmentDisplay.SetActive(true); } else { noFragmentDisplay.SetActive(false); } //actions for different fragments with IDs 0-5 if (FragmentMgr.getFragmentList().Contains(0)) { fragmentPieces[0].SetActive(true); } if (FragmentMgr.getFragmentList().Contains(1)) { fragmentPieces[1].SetActive(true); } if (FragmentMgr.getFragmentList().Contains(2)) { fragmentPieces[2].SetActive(true); } if (FragmentMgr.getFragmentList().Contains(3)) { fragmentPieces[3].SetActive(true); } if (FragmentMgr.getFragmentList().Contains(4)) { fragmentPieces[4].SetActive(true); } if (FragmentMgr.getFragmentList().Contains(5)) { fragmentPieces[5].SetActive(true); } //display "All Fragments" text if all 6 fragments have been collected if (FragmentMgr.getFragmentList().Count == 6) { allFragmentDisplay.SetActive(true); //play after all fragments audio if (!afterAllFragmentsAudio.isPlaying) { afterAllFragmentsAudio.Play(); } } else { allFragmentDisplay.SetActive(false); } }
//public GameObject vehicle; private void Awake() { if (inst == null) { inst = this; } else { Destroy(this); } // ensure this component will not be destroyed when switching levels //DontDestroyOnLoad(this); }