I am making a quiz game in the unity from the unity live session quiz game tutorials everything is working fine except somehow the score isn't working when i Click the button it should add 10 score to the Score. Here are the tutorials : https://unity3d.com/learn/tutorials/topics/scripting/intro-and-setup?playlist=17117 and the code for my Game Controller :
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using System.Collections.Generic;
public class GameController : MonoBehaviour {
public Text questionDisplayText;
public Text scoreDisplayText;
public Text timeRemainingDisplayText;
public SimpleObjectPool answerButtonObjectPool;
public Transform answerButtonParent;
public GameObject questionDisplay;
public GameObject roundEndDisplay;
private DataController dataController;
private RoundData currentRoundData;
private QuestionData[] questionPool;
private bool isRoundActive;
private float timeRemaining;
private int questionIndex;
private int playerScore;
private List<GameObject> answerButtonGameObjects = new List<GameObject>();
// Use this for initialization
void Start ()
{
dataController = FindObjectOfType<DataController> ();
currentRoundData = dataController.GetCurrentRoundData ();
questionPool = currentRoundData.questions;
timeRemaining = currentRoundData.timeLimitInSeconds;
UpdateTimeRemainingDisplay();
playerScore = 0;
questionIndex = 0;
ShowQuestion ();
isRoundActive = true;
}
private void ShowQuestion()
{
RemoveAnswerButtons ();
QuestionData questionData = questionPool [questionIndex];
questionDisplayText.text = questionData.questionText;
for (int i = 0; i < questionData.answers.Length; i++)
{
GameObject answerButtonGameObject = answerButtonObjectPool.GetObject();
answerButtonGameObjects.Add(answerButtonGameObject);
answerButtonGameObject.transform.SetParent(answerButtonParent);
AnswerButton answerButton = answerButtonGameObject.GetComponent<AnswerButton>();
answerButton.Setup(questionData.answers[i]);
}
}
private void RemoveAnswerButtons()
{
while (answerButtonGameObjects.Count > 0)
{
answerButtonObjectPool.ReturnObject(answerButtonGameObjects[0]);
answerButtonGameObjects.RemoveAt(0);
}
}
public void AnswerButtonClicked(bool isCorrect)
{
if (isCorrect)
{
playerScore += currentRoundData.pointsAddedForCorrectAnswer;
scoreDisplayText.text = "Score: " + playerScore.ToString();
}
if (questionPool.Length > questionIndex + 1) {
questionIndex++;
ShowQuestion ();
} else
{
EndRound();
}
}
public void EndRound()
{
isRoundActive = false;
questionDisplay.SetActive (false);
roundEndDisplay.SetActive (true);
}
public void ReturnToMenu()
{
SceneManager.LoadScene ("MenuScreen");
}
private void UpdateTimeRemainingDisplay()
{
timeRemainingDisplayText.text = "Time: " + Mathf.Round (timeRemaining).ToString ();
}
// Update is called once per frame
void Update ()
{
if (isRoundActive)
{
timeRemaining -= Time.deltaTime;
UpdateTimeRemainingDisplay();
if (timeRemaining <= 0f)
{
EndRound();
}
}
}
}
and my answer Button Code:
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class AnswerButton : MonoBehaviour {
public Text answerText;
private AnswerData answerData;
private GameController GameController;
// Use this for initialization
void Start ()
{
GameController = FindObjectOfType<GameController> ();
}
public void Setup(AnswerData data)
{
answerData = data;
answerText.text = answerData.answerText;
}
public void HandleClick()
{
GameController.AnswerButtonClicked (answerData.isCorrect);
}
}
and Answer Data :
using UnityEngine;
using System.Collections;
[System.Serializable]
public class AnswerData
{
public string answerText;
public bool isCorrect;
}
If everything is working fine (the whole code gets executed correctly, which I presume at this point), you probably did not set the data correctly. In your Game Controller, you have the line
playerScore += currentRoundData.pointsAddedForCorrectAnswer;
in your AnswerButtonClicked method which should add an amount you defined to the score if the answer is correct. Since I presume that your whole code is running fine (I can't see your in-engine setup, only the code here, which looks like the one in the tutorial), this is probably the first location where to look at the error. This value is probably set in the Unity Inspector or via another script, so you may want to go check in other files or the Editor.
The next thing to check is, if the buttons are correctly linked via their event handler. This can be checked by looking at the inspector. In the tutorial series this step is done in part Click to answer at the end of the video.
Related
i found my next tier 1 problem and hoping for some help here in the so called internet.
first of all here are my atm not to hard to understanding codes.
please tell me if im doing something wrong here on stackoverflow im an absolute newbie and dont know how to explain my problem in this case without post a bunch of code :(
i know there are much ways to improve mystuff but im in the learning process and for now its maybe enough to tell my why the behavior of my code didnt match my expectations.
This is my PlayerClass:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player_Values : MonoBehaviour
{
public float MaxNrg;
public float Nrg;
public float NrgDrain;
public float NrgDrainCoef;
public float NrgInPercent;
// Start is called before the first frame update
public void Start()
{
MaxNrg = 7950.0f;
Nrg = 7950.0f;
NrgDrain = 0.09201389f;
NrgDrainCoef = 1.0f;
}
// Update is called once per frame
public void Update()
{
}
public void FixedUpdate()
{
NrgInPercent = (GETnrg() / GETmaxnrg()) * 100;
}
public void SETmaxnrg(float tmpfloat)
{
MaxNrg = tmpfloat;
}
public void SETnrg(float tmpfloat)
{
Nrg = tmpfloat;
}
public void SETnrgdrain(float tmpfloat)
{
NrgDrain = tmpfloat;
}
public void SETnrgdraincoef(float tmpfloat)
{
NrgDrainCoef = tmpfloat;
}
public void ADDmaxnrg(float tmpfloat)
{
MaxNrg += tmpfloat;
}
public void ADDnrg(float tmpfloat)
{
Nrg += tmpfloat;
}
public void ADDnrgdrain(float tmpfloat)
{
NrgDrain += tmpfloat;
}
public void ADDnrgdraincoef(float tmpfloat)
{
NrgDrainCoef += tmpfloat;
}
public float GETmaxnrg()
{
return MaxNrg;
}
public float GETnrg()
{
return Nrg;
}
public float GETnrgdrain()
{
return NrgDrain;
}
public float GETnrgdraincoef()
{
return NrgDrainCoef;
}
public float GETnrginpercent()
{
return NrgInPercent;
}
}
End Here are the "Drain_mechanics":
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Drain_Mechanics : MonoBehaviour
{
public bool drainstate = false;
public double NrgLeftInSeconds;
public GameObject Scriptcontainer_Player;
// Start is called before the first frame update
public void Start()
{
Scriptcontainer_Player = GameObject.Find("Scriptcontainer_Player");
}
// Update is called once per frame
public void Update()
{
}
public void FixedUpdate()
{
if(drainstate == true)
{
Scriptcontainer_Player.GetComponent<Player_Values>().Nrg -= Scriptcontainer_Player.GetComponent<Player_Values>().GETnrgdrain() * Time.deltaTime * Scriptcontainer_Player.GetComponent<Player_Values>().GETnrgdraincoef();
}
else if(drainstate == false)
{
}
NrgLeftInSeconds = Scriptcontainer_Player.GetComponent<Player_Values>().GETnrg() / (Scriptcontainer_Player.GetComponent<Player_Values>().GETnrgdrain() * Scriptcontainer_Player.GetComponent<Player_Values>().GETnrgdraincoef());
}
public void SETdrainstate(bool tmpdrainstate)
{
drainstate = tmpdrainstate;
}
public double GETnrgleftinseconds()
{
return NrgLeftInSeconds;
}
}
Class for initializing the input fields in the game:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Text.RegularExpressions;
public class Initialize_InputFields : MonoBehaviour
{
public GameObject Input_Energy;
public GameObject Input_Drainrate;
public GameObject Input_DrainCoef;
public float InputNrg;
public float InputNrgDrainrate;
public float InputNrgDrainCoef;
// Start is called before the first frame update
public void Start()
{
Input_Energy = GameObject.Find("Input_Energy");
Input_Drainrate = GameObject.Find("Input_Drainrate");
Input_DrainCoef = GameObject.Find("Input_DrainCoef");
}
// Update is called once per frame
void FixedUpdate()
{
InputNrg = float.Parse(Input_Energy.GetComponent<InputField>().text);
InputNrgDrainrate = float.Parse(Input_Drainrate.GetComponent<InputField>().text);
InputNrgDrainCoef = float.Parse(Input_DrainCoef.GetComponent<InputField>().text);
}
public float GETinputnrg()
{
return InputNrg;
}
public float GETinputnrgdrainrate()
{
return InputNrgDrainrate;
}
public float GETinputnrgdraincoef()
{
return InputNrgDrainCoef;
}
}
a class to manipulate the textfields while the game is running
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Display_LabelsCalculated : MonoBehaviour
{
public GameObject Scriptcontainer_Player;
public GameObject Scriptcontainer_GameMechanics;
public GameObject Display_Energy;
public GameObject Display_EnergyDrain;
public GameObject Display_EnergyDrainCoef;
public GameObject Display_EnergyTimeleft;
public GameObject Display_EnergyPercentleft;
public Text Display_Energy_Text;
public Text Display_EnergyDrain_Text;
public Text Display_EnergyDrainCoef_Text;
public Text Display_EnergyTimeleft_Text;
public Text Display_EnergyPercentleft_Text;
// Start is called before the first frame update
void Start()
{
Scriptcontainer_Player = GameObject.Find("Scriptcontainer_Player");
Scriptcontainer_GameMechanics = GameObject.Find("Scriptcontainer_GameMechanics");
Display_Energy = GameObject.Find("Display_Energy");
Display_EnergyDrain = GameObject.Find("Display_EnergyDrain");
Display_EnergyDrainCoef = GameObject.Find("Display_EnergyDrainCoef");
Display_EnergyTimeleft = GameObject.Find("Display_EnergyTimeleft");
Display_EnergyPercentleft = GameObject.Find("Display_EnergyPercentleft");
Display_Energy_Text = Display_Energy.GetComponent<Text>();
Display_EnergyDrain_Text = Display_EnergyDrain.GetComponent<Text>();
Display_EnergyDrainCoef_Text = Display_EnergyDrainCoef.GetComponent<Text>();
Display_EnergyTimeleft_Text = Display_EnergyTimeleft.GetComponent<Text>();
Display_EnergyPercentleft_Text = Display_EnergyPercentleft.GetComponent<Text>();
}
// Update is called once per frame
public void Update()
{
}
public void FixedUpdate()
{
int hours = (int)(Scriptcontainer_GameMechanics.GetComponent<Drain_Mechanics>().GETnrgleftinseconds() / 60) / 60;
int minutes = (int)(Scriptcontainer_GameMechanics.GetComponent<Drain_Mechanics>().GETnrgleftinseconds() / 60) % 60;
int seconds = (int)Scriptcontainer_GameMechanics.GetComponent<Drain_Mechanics>().GETnrgleftinseconds() % 60;
Display_EnergyTimeleft_Text.text = hours.ToString() + ":" + ((minutes < 10) ? ("0") : ("")) + minutes.ToString() + ":" + ((seconds < 10) ? ("0") : ("")) + seconds.ToString();
Display_Energy_Text.text = Scriptcontainer_Player.GetComponent<Player_Values>().GETnrg().ToString();
Display_EnergyDrain_Text.text = Scriptcontainer_Player.GetComponent<Player_Values>().GETnrgdrain().ToString();
Display_EnergyDrainCoef_Text.text = Scriptcontainer_Player.GetComponent<Player_Values>().GETnrgdraincoef().ToString();
Display_EnergyPercentleft_Text.text = Scriptcontainer_Player.GetComponent<Player_Values>().GETnrginpercent().ToString();
}
}
followed by some button mechanics
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Button_Mechanics : MonoBehaviour
{
public GameObject Scriptcontainer_Player;
public GameObject Scriptcontainer_InputFields;
public GameObject Scriptcontainer_GameMechanics;
public Button Button_SetEnergy;
public Button Button_SetDrainCoef;
public Button Button_SetDrainrate;
public Button Button_AddEnergy;
public Button Button_AddDrainCoef;
public Button Button_AddDrainrate;
public Button Button_ActivateMechanics;
public Button Button_DeactivateMechanics;
public Button Button_ResetValues;
// Start is called before the first frame update
public void Start()
{
Scriptcontainer_Player = GameObject.Find("Scriptcontainer_Player");
Scriptcontainer_InputFields = GameObject.Find("Scriptcontainer_InputFields");
Scriptcontainer_GameMechanics = GameObject.Find("Scriptcontainer_GameMechanics");
Button_SetEnergy = GameObject.Find("Button_SetEnergy").GetComponent<Button>();
Button_SetDrainCoef = GameObject.Find("Button_SetDrainCoef").GetComponent<Button>();
Button_SetDrainrate = GameObject.Find("Button_SetDrainrate").GetComponent<Button>();
Button_AddEnergy = GameObject.Find("Button_AddEnergy").GetComponent<Button>();
Button_AddDrainCoef = GameObject.Find("Button_AddDrainCoef").GetComponent<Button>();
Button_AddDrainrate = GameObject.Find("Button_AddDrainrate").GetComponent<Button>();
Button_ActivateMechanics = GameObject.Find("Button_ActivateMechanics").GetComponent<Button>();
Button_DeactivateMechanics = GameObject.Find("Button_DeactivateMechanics").GetComponent<Button>();
Button_ResetValues = GameObject.Find("Button_ResetValues").GetComponent<Button>();
}
public void Update()
{
}
// Update is called once per frame
public void FixedUpdate()
{
Button_SetEnergy.onClick.AddListener(SETnrgbtnclk);
Button_SetDrainCoef.onClick.AddListener(SETnrgdraincoefbtnclk);
Button_SetDrainrate.onClick.AddListener(SETnrgdrainbtnclk);
Button_AddEnergy.onClick.AddListener(ADDnrgbtnclk);
Button_AddDrainCoef.onClick.AddListener(ADDnrgdraincoefbtnclk);
Button_AddDrainrate.onClick.AddListener(ADDnrgdrainbtnclk);
Button_ActivateMechanics.onClick.AddListener(SETactivatemechanicsbtnclk);
Button_DeactivateMechanics.onClick.AddListener(SETdeactivatemechanicsbtnclk);
Button_ResetValues.onClick.AddListener(SETresetbtnclk);
}
public void SETnrgbtnclk()
{
Scriptcontainer_Player.GetComponent<Player_Values>().SETnrg(Scriptcontainer_InputFields.GetComponent<Initialize_InputFields>().GETinputnrg());
}
public void SETnrgdrainbtnclk()
{
Scriptcontainer_Player.GetComponent<Player_Values>().SETnrgdrain(Scriptcontainer_InputFields.GetComponent<Initialize_InputFields>().GETinputnrgdrainrate());
}
public void SETnrgdraincoefbtnclk()
{
Scriptcontainer_Player.GetComponent<Player_Values>().SETnrgdraincoef(Scriptcontainer_InputFields.GetComponent<Initialize_InputFields>().GETinputnrgdraincoef());
}
public void ADDnrgbtnclk()
{
Scriptcontainer_Player.GetComponent<Player_Values>().ADDnrg(Scriptcontainer_InputFields.GetComponent<Initialize_InputFields>().GETinputnrg());
}
public void ADDnrgdrainbtnclk()
{
Scriptcontainer_Player.GetComponent<Player_Values>().ADDnrgdrain(Scriptcontainer_InputFields.GetComponent<Initialize_InputFields>().GETinputnrgdrainrate());
}
public void ADDnrgdraincoefbtnclk()
{
Scriptcontainer_Player.GetComponent<Player_Values>().ADDnrgdraincoef(Scriptcontainer_InputFields.GetComponent<Initialize_InputFields>().GETinputnrgdraincoef());
}
public void SETactivatemechanicsbtnclk()
{
Scriptcontainer_GameMechanics.GetComponent<Drain_Mechanics>().SETdrainstate(true);
}
public void SETdeactivatemechanicsbtnclk()
{
Scriptcontainer_GameMechanics.GetComponent<Drain_Mechanics>().SETdrainstate(false);
}
public void SETresetbtnclk()
{
Scriptcontainer_Player.GetComponent<Player_Values>().SETnrg(7950);
Scriptcontainer_Player.GetComponent<Player_Values>().SETnrgdrain(0.09201389f);
Scriptcontainer_Player.GetComponent<Player_Values>().SETnrgdraincoef(1.0f);
}
}
at this point i apollogize one more time the amount of text im posting here but otherwise i cant even explain whats going on. and im not able to pick the exact codesnippets which are needed here. it will be better in future.
basically the main mechnisms work fine and im absolutely proud of what i did here...
my problems are the following.
Major problem 1. when i enter a value in the input fields and perform the button SET actions, i HAVE to do it in a specific order. NRG->DRAIN->COEF
otherwise the calculated textboxes are doing random stuff.
Major problem 2. when i try to perform the button add actions, the game also do random stuff. even when i set all variable to fixed values.
minor problem 3. in the Initialize_InputFields.cs im using the float.parse functionality. and my game constantly create warnings about a formatexception. is there a smarter way to solve this.
minor problem 4. last but not leat i want to work with realtime values. is there a way in unity to accerlate the globale timescale for the whole game?
I hope you all are doing well. I have been following a Unity tutorial for a rhythm game and I have found this bug that I could not get past. Essentially, my OnTriggerExit2D is getting called too early. I'll include a picture in the conclusion of this post. I have tried logging the game object and it seems that all of my button objects suffer the same fate. I have included a link of the tutorial that I have been following in the conclusion. Any help towards figuring this out would be helpful.
Tutorial Link: https://www.youtube.com/watch?v=PMfhS-kEvc0&ab_channel=gamesplusjames
What my game looks like, the missed shows up when I've hit it.
Debug Output
GameManager
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GameManager : MonoBehaviour
{
public AudioSource theMusic;
public bool startPlaying;
public BeatScroller theBS;
public static GameManager instance;
public int currentScore;
public int scorePerNote = 100;
public int scorePerGoodNote = 125;
public int scorePerPerfectNote = 150;
public int currentMultiplier;
public int multiplierTracker;
public int [] multiplierTresholds;
public Text scoreText;
public Text multiText;
// Start is called before the first frame update
void Start()
{
instance = this;
scoreText.text = "Score: 0";
multiText.text = "Multiplier: x1";
currentMultiplier = 1;
}
// Update is called once per frame
void Update()
{
if(!startPlaying){
if(Input.anyKeyDown){
startPlaying = true;
theBS.hasStarted = true;
theMusic.Play();
}
}
}
public void NoteHit(){
Debug.Log("Note Hit On Time");
if(currentMultiplier-1 < multiplierTresholds.Length){
multiplierTracker++;
if(multiplierTresholds[currentMultiplier-1] <= multiplierTracker){
multiplierTracker = 0;
currentMultiplier++;
}
}
multiText.text = "Multiplier: x"+currentMultiplier;
//currentScore += scorePerNote * currentMultiplier;
scoreText.text = "Score: "+currentScore;
}
public void NormalHit(){
currentScore += scorePerNote * currentMultiplier;
NoteHit();
}
public void GoodHit(){
currentScore += scorePerGoodNote * currentMultiplier;
NoteHit();
}
public void PerfectHit(){
currentScore += scorePerPerfectNote * currentMultiplier;
NoteHit();
}
public void NoteMissed(){
Debug.Log("MISSED!");
multiText.text = "Multiplier: x1";
}
}
BeatScroller
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BeatScroller : MonoBehaviour
{
public float beatTempo;
public bool hasStarted;
// Start is called before the first frame update
void Start()
{
beatTempo = beatTempo / 60f;
}
// Update is called once per frame
void Update()
{
if(!hasStarted){
}else{
transform.position -= new Vector3(0f, beatTempo*Time.deltaTime, 0f);
}
}
}
ButtonController
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ButtonController : MonoBehaviour
{
// Start is called before the first frame update
private SpriteRenderer theSR;
public Sprite defaultImage;
public Sprite pressedImage;
public KeyCode keyToPress;
void Start()
{
theSR = GetComponent<SpriteRenderer>();
}
// Update is called once per frame
void Update()
{
if(Input.GetKeyDown(keyToPress))
{
theSR.sprite = pressedImage;
}
if(Input.GetKeyUp(keyToPress))
{
theSR.sprite = defaultImage;
}
}
}
noteObject
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class noteObject : MonoBehaviour
{
public bool canBePressed;
public KeyCode KeyToPress;
public GameObject hitEffect, goodEffect, perfectEffect, missedEffect;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if(Input.GetKeyDown(KeyToPress))
{
if(canBePressed)
{
gameObject.SetActive(false);
if(Mathf.Abs(transform.position.y) > 0.25){
GameManager.instance.NormalHit();
Debug.Log("Normal Hit!");
Instantiate(hitEffect,transform.position, hitEffect.transform.rotation);
}else if(Mathf.Abs(transform.position.y) > 0.05f){
GameManager.instance.GoodHit();
Debug.Log("Good Hit!!");
Instantiate(goodEffect,transform.position, goodEffect.transform.rotation);
}else{
GameManager.instance.PerfectHit();
Debug.Log("PERFECT HIT!!!");
Instantiate(perfectEffect,transform.position, perfectEffect.transform.rotation);
}
}
}
}
private void OnTriggerEnter2D(Collider2D other)
{
if(other.tag == "Activator")
{
canBePressed = true;
}
}
private void OnTriggerExit2D(Collider2D other)
{
if(other.tag == "Activator")
{
Debug.Log("Exited collider on game object: "+ other.gameObject.name);
canBePressed = false;
GameManager.instance.NoteMissed();
Instantiate(missedEffect,transform.position, missedEffect.transform.rotation);
}
}
}
EffectObject
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EffectObject : MonoBehaviour
{
public float lifeTime = 1f;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
Destroy(gameObject, lifeTime);
}
}
Hmm ... You say that OnTriggerExit2D is called to early? I assume it's called when the elements are still inside one another? If that's the case I guess your bounding boxes don't have the right size, or the right shape. I see arrows, do they have a rectangular bounding box or a polygon one that follows their shape? Are all your bounding boxes the right size?
I figured out what was wrong thanks to AdrAs's comment.
Turns out I had to check the y position of my arrow and collider were well enough below the height of my button box collider. In addition to that, I reshaped my colliders. I found that this code did the trick for me. Thank You All For the Nudges in the right direction.
noteObject -> new OnTriggerExit2D
private void OnTriggerExit2D(Collider2D other)
{
if(other.tag == "Activator" && transform.position.y < -0.32)
{
Debug.Log("Exited collider on game object: "+ other.gameObject.name);
canBePressed = false;
GameManager.instance.NoteMissed();
Instantiate(missedEffect,transform.position, missedEffect.transform.rotation);
}
}
I am trying to have a game, in which everyone can buy cars (and I save that data to playerprefs). So I have 9 trails for the cars in my game and I am trying to write some code so that when you press a button the car & the trail for that car will show up.
When the button next to it is clicked, it saves that data so when people restart the game, they will still have the car & trail open and won't need to press the button again.
Here's my code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine.UI;
public class GameManager : MonoBehaviour
{
public Button[] TrailLevel;
public GameObject[] Cars, Trails;
public Text text;
public int CurrentCarToSpawn = 0;
private void Start()
{ }
private void FixedUpdate()
{
UpdateCar();
}
public void InstantiateCar()
{
TrailLevel[CurrentCarToSpawn].gameObject.active = false;
MineLevel[CurrentCarToSpawn+1].interactable = true;
PlayerPrefs.SetInt("TrailCountA", PlayerPrefs.GetInt("TrailCountA") + 1);
PlayerPrefs.Save();
CurrentCarToSpawn++;
UpdateCar();
}
void UpdateCar()
{
int TrailCountA= PlayerPrefs.GetInt("TrailCountA", 1);
for (int i = 0; i < TrailLevel.Length; i++)
{
if (i + 1 > TrailCountA)
{
TrailLevel.interactable = false;
}
if (TrailLevel.interactable)
{
Trains[CurrentCarToSpawn].gameObject.active = true;
Mines[CurrentCarToSpawn].gameObject.active = true;
}
}
text.text = PlayerPrefs.GetInt("TrailCountA").ToString();
}
}
From what I can see with your code, this is how I would approach it:
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine.UI;
public class GameManager : MonoBehaviour
{
public Button[] TrailLevel;
public GameObject[] Cars, Trails;
public Text text;
public int CurrentCarToSpawn = 0;
private void Start()
{
// Load the current car. ADDED
CurrentCarToSpawn = PlayerPrefs.getInt("savedSelection", 0);
// Since we are loading the last selection, we need to call our
// instantiation method so it can activate the appropriate
// GameObjects.
InstantiateCar();
}
private void FixedUpdate()
{
UpdateCar();
}
public void InstantiateCar()
{
TrailLevel[CurrentCarToSpawn].gameObject.active = false;
MineLevel[CurrentCarToSpawn+1].interactable = true;
PlayerPrefs.SetInt("TrailCountA", PlayerPrefs.GetInt("TrailCountA") + 1);
// Save that this is our current selection.
PlayerPrefs.SetInt("savedSelection", CurrentCarToSpawn);
PlayerPrefs.Save();
CurrentCarToSpawn++;
UpdateCar();
}
void UpdateCar()
{
int TrailCountA= PlayerPrefs.GetInt("TrailCountA", 1);
for (int i = 0; i < TrailLevel.Length; i++)
{
if (i + 1 > TrailCountA)
{
TrailLevel.interactable = false;
}
if (TrailLevel.interactable)
{
Trains[CurrentCarToSpawn].gameObject.active = true;
Mines[CurrentCarToSpawn].gameObject.active = true;
}
}
text.text = PlayerPrefs.GetInt("TrailCountA").ToString();
}
}
I was following Unity 3d tutorial on the Learn Unity website, but here is the thing I wanted to do things a bit differently. It worked out well at start but in the end this turned out to be a bad decision and now I manually need to attach the script to every pickable object.
Here is my code:
Note: What it does is rotate the Pickups and display the score when the pickups collide with player ball.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PickUps : MonoBehaviour {
public Vector3 Rotate;
private int Score;
public Text ScoreGUI;
private void Start()
{
Rotate = new Vector3(0, 25, 0);
Score = 0;
DisplayScore();
}
void Update () {
transform.Rotate(Rotate*Time.deltaTime);
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Ball"))
{
Destroy(this.gameObject);
Score = Score + 1;
DisplayScore();
}
}
void DisplayScore()
{
ScoreGUI.text = "SCORE " + Score.ToString();
}
}
Problem:
It works yes but I need to manually attach the text (under canvas) to every pickup object which is exhausting and not a good thing to do.
What I want To achieve:
Like in the tutorials mostly they use prefabs in this kind of work (I think), problem is I can attach the text to the pickups (objects/biscuits) in the current scene but I cannot drag and attach the text To the prefab of biscuits I made the text just wont attach in its blank for "Text".
You shouldn't change the score Text directly. Use a Controller to make the bridge instead. I would do something like this:
Put this script somewhere in your scene:
public class ScoreManager : Singleton<ScoreManager>
{
private int score = 0;
// Event that will be called everytime the score's changed
public static Action<int> OnScoreChanged;
public void SetScore(int score)
{
this.score = score;
InvokeOnScoreChanged();
}
public void AddScore(int score)
{
this.score += score;
InvokeOnScoreChanged();
}
// Tells to the listeners that the score's changed
private void InvokeOnScoreChanged()
{
if(OnScoreChanged != null)
{
OnScoreChanged(score);
}
}
}
This script attached in the Text game object:
[RequireComponent(typeof(Text))]
public class ScoreText : MonoBehaviour
{
private Text scoreText;
private void Awake()
{
scoreText = GetComponent<Text>();
RegisterEvents();
}
private void OnDestroy()
{
UnregisterEvents();
}
private void RegisterEvents()
{
// Register the listener to the manager's event
ScoreManager.OnScoreChanged += HandleOnScoreChanged;
}
private void UnregisterEvents()
{
// Unregister the listener
ScoreManager.OnScoreChanged -= HandleOnScoreChanged;
}
private void HandleOnScoreChanged(int newScore)
{
scoreText.text = newScore.ToString();
}
}
And in your PickUps class:
void DisplayScore()
{
ScoreManager.Instance.SetScore(Score); // Maybe what you need is AddScore to not
// reset the value everytime
}
A simple singleton you can use (you can find more complete ones on the internet):
public class Singleton<T> : MonoBehaviour where T : MonoBehaviour
{
static T instance;
public static T Instance
{
get
{
if (instance == null)
{
instance = (T)FindObjectOfType(typeof(T));
if (instance == null) Debug.LogError("Singleton of type " + typeof(T).ToString() + " not found in the scene.");
}
return instance;
}
}
}
But be careful, the singleton pattern can be a shot in the foot if not used correctly. You should only it them moderately for managers.
In my game exists a opportunity to obtain a COIN, with a certain amount it is possible to release new skins.
Currently the coin score, are being stored correctly.
I have UI canvas where there skins options, I want to know how to do to be purchased these skins if the player has enough coins, or that nothing happens if it does not have enough.
Follow the codes below.
CoinScore
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class BeeCoinScore: MonoBehaviour
{
public static BeeCoinScore instance;
public static int coin = 0;
public int currentCoin = 0;
string highScoreKey = "totalCoin";
Text CoinScore; // Reference to the Text component.
void Awake ()
{
// Set up the reference.
CoinScore = GetComponent <Text> ();
}
void Start(){
//Get the highScore from player prefs if it is there, 0 otherwise.
coin = PlayerPrefs.GetInt(highScoreKey, 0);
}
public void AddBeeCoinScore (int _point) {
coin += _point;
GetComponent<Text> ().text = "Bee Coins: " + coin;
}
void Update ()
{
// Set the displayed text to be the word "Score" followed by the score value.
CoinScore.text = "Bee Coins: " + coin;
}
void OnDisable(){
//If our scoree is greter than highscore, set new higscore and save.
if(coin>currentCoin){
PlayerPrefs.SetInt(highScoreKey, coin);
PlayerPrefs.Save();
}
}
}
Script to add points to CoinScore
using UnityEngine;
using System.Collections;
public class BeeCoin : MonoBehaviour {
public int point;
private float timeVida;
public float tempoMaximoVida;
private BeeCoinScore coin;
AudioSource coinCollectSound;
void Awake() {
coin = GameObject.FindGameObjectWithTag ("BeeCoin").GetComponent<BeeCoinScore> () as BeeCoinScore;
}
// Use this for initialization
void Start () {
coinCollectSound = GameObject.Find("SpawnControllerBeeCoin").GetComponent<AudioSource>();
}
void OnCollisionEnter2D(Collision2D colisor)
{
if (colisor.gameObject.CompareTag ("Bee")) {
coinCollectSound.Play ();
coin.AddBeeCoinScore (point);
Destroy (gameObject);
}
if (colisor.gameObject.tag == "Floor") {
Destroy (gameObject, 1f);
}
}
}
My UI canvas SHOP It's pretty basic, it has 4 images related skins, with price: 100, 200, 300 and 400 coins, 4 buttons to buy below each image, and a button to leave.
C# if possible.
I solve my problem.
On the "buy" button have attached the script BuySkin
And the script BeeCoinScore i added TakeBeeScore,
deleted: if (coin> current Coin) {}, into the void OnDisable
Now it is working perfectly.
BuySkin Script.
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class BuySkin : MonoBehaviour {
public int price;
public void OnClick()
{
if (BeeCoinScore.coin >= price) {
BeeCoinScore.coin -= price;
Debug.Log ("New skin added");
}
if (BeeCoinScore.coin < price) {
Debug.Log ("Need more coins!");
}
}
}
BeeCoinScore script.
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class BeeCoinScore: MonoBehaviour
{
public static BeeCoinScore instance;
public static int coin = 0;
public int currentCoin = 0;
string totalCoinKey = "totalCoin";
Text CoinScore; // Reference to the Text component.
void Awake ()
{
// Set up the reference.
CoinScore = GetComponent <Text> ();
}
public void Start(){
//Get the highScore from player prefs if it is there, 0 otherwise.
coin = PlayerPrefs.GetInt(totalCoinKey, 0);
}
public void AddBeeCoinScore (int _point) {
coin += _point;
GetComponent<Text> ().text = "Bee Coins: " + coin;
}
public void TakeBeeCoinScore (int _point) {
coin -= _point;
GetComponent<Text> ().text = "Bee Coins: " + coin;
}
void Update ()
{
// Set the displayed text to be the word "Score" followed by the score value.
CoinScore.text = "Bee Coins: " + coin;
}
void OnDisable(){
PlayerPrefs.SetInt(totalCoinKey, coin);
PlayerPrefs.Save();
}
}