I have a script that disabled the character upon collision but the UI will not disappear. Iām making it disappear so I know itās there to begin with. I will later reverse it, so the collision makes the UI appear. Iām trying to serialize the canvas so I can attach it to the script, I donāt see the field to drag my canvas into on the script which indicates serialize isnāt working. What do I need to change?
import { Behaviour, serializable } from ā@needle-tools/engineā;
export class PlayerCollisionHandler extends Behaviour {
// Reference to the Canvas (automatically find in scene)
private gameOverCanvas?: any;
async onStart() {
// Manually find the Canvas object by name (ensure the name is correct)
this.gameOverCanvas = this.context.scene.getObjectByName("Canvas");
if (!this.gameOverCanvas) {
console.error("Canvas object not found in the scene!");
} else {
console.log("Canvas found successfully.");
}
}
onCollisionEnter(collision: any) {
// Get the collided object
const collidedObject = collision.gameObject;
// Check if the collided object is tagged as "candle"
if (collidedObject.userData.tag === "candle") {
console.log("Collision with Candle detected! Ending game...");
this.endGame();
}
}
// Function to handle end game logic
private endGame() {
// Disable the Canvas to hide all UI elements
if (this.gameOverCanvas) {
console.log("Disabling the Canvas...");
this.gameOverCanvas.visible = false; // Hide the entire Canvas
} else {
console.error("Canvas not found! Cannot disable.");
}
// Disable player controls or the player object
this.gameObject.visible = false; // Hide the player
console.log("Player hidden, game over.");
}
It looks like you want to serialize the gameOverCanvas variable so that it can be attached to the script in the editor, allowing you to drag your UI Canvas into it. To achieve this, you need to use the @serializable decorator before declaring the variable.
Here is how you can modify your script:
import { Behaviour, serializable } from "@needle-tools/engine";
export class PlayerCollisionHandler extends Behaviour {
// Serialize the Canvas field to allow for inspector assignment
@serializable
private gameOverCanvas?: any;
async onStart() {
// If not assigned in the inspector, find the Canvas object by name
if (!this.gameOverCanvas) {
this.gameOverCanvas = this.context.scene.getObjectByName("Canvas");
}
if (!this.gameOverCanvas) {
console.error("Canvas object not found in the scene!");
} else {
console.log("Canvas found successfully.");
}
}
onCollisionEnter(collision: any) {
// Get the collided object
const collidedObject = collision.gameObject;
// Check if the collided object is tagged as "candle"
if (collidedObject.userData.tag === "candle") {
console.log("Collision with Candle detected! Ending game...");
this.endGame();
}
}
// Function to handle end game logic
private endGame() {
// Disable the Canvas to hide all UI elements
if (this.gameOverCanvas) {
console.log("Disabling the Canvas...");
this.gameOverCanvas.visible = false; // Hide the entire Canvas
} else {
console.error("Canvas not found! Cannot disable.");
}
// Disable player controls or the player object
this.gameObject.visible = false; // Hide the player
console.log("Player hidden, game over.");
}
}
Key Changes:
Added @serializable before the declaration of gameOverCanvas, allowing the field to be serialized and visible in the editor for dragging the Canvas object.
Next Steps:
Assign the Canvas from the inspector after making this change.
Verify the Canvas is correctly referenced before testing your collision logic.
Let me know if you need further assistance!
3 replies left thread_apSdGIrUwAff4TwtJnLNRT0U Reply to this message to continue the conversation
@needle-assistant Iām getting this error: Iām getting this error: Property āgameObjectā does not exist on type āPlayerCollisionHandlerā.ts(2339)
There is no onStart method. You want to use start(). If you assign the instance at runtime from code instead of from an editor you also dont need serializable.