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Question by Luke H · Dec 04, 2015 at 01:42 PM · javascripting

score counter not working

well i have been trying to fix this problem for a few days now and i still can't find the problem. my score counter wont register. for some reason it wont make the connection from my controller script and enemy script to my UI text. here is my script for both and hopefully one of you clever people can help me out.

enemy script:

 #pragma strict
 
 public var speed : int = -5;
 
 var ScoreValue : int;
 private var gameController : GameController;
 
 function Update () {
 
     GetComponent.<Rigidbody2D>().velocity.y = speed;
 
     GetComponent.<Rigidbody2D>().angularVelocity = Random.Range(-30, 30);
 
     Destroy(gameObject, 3);
 
 }
 
 function OnTriggerEnter2D(obj : Collider2D) {  
     var name = obj.gameObject.name;
 
     // If it collided with a bullet
     if (name == "bullet(Clone)") {
         // Destroy itself (the enemy)
         Destroy(gameObject);
 
         // And destroy the bullet
         Destroy(obj.gameObject);
 
         gameController.AddScore (ScoreValue);
     }
 
     // If it collided with the spaceship
     if (name == "spaceship") {
         Destroy(gameObject);
     }
 }
 

controller script:

 public var bullet : GameObject;
 var scoreText : UI.Text;
 private var Score : int;
 
 function start () {
     Score = 0;
     UpdateScore ();
 }
 function Update() {
     // Move the spaceship horizontally
     GetComponent.<Rigidbody2D>().velocity.x = Input.GetAxis("Horizontal") * 17;
 
     // X axis limits
     if (transform.position.x <= -5.5f) {
         transform.position = new Vector2(-5.5f, transform.position.y);
     }else if (transform.position.x >= 5.5f)
      transform.position = new Vector2(5.5f, transform.position.y);
     
     //When the spacebar is pressed
     if (Input.GetKeyDown("space")) {
         // Create a new bullet at "transforn.position"
         // Which is the currecnt position of the ship
         Instantiate(bullet, transform.position, Quaternion.identity);
     }
 }
 
 function AddScore (newScoreValue : int) {
     Score += newScoreValue;
     UpdateScore ();
 }
 
 function UpdateScore () {
         scoreText.text = "Score: " + Score;
     }
 

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avatar image NoseKills · Dec 04, 2015 at 06:56 PM 0
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You can always debug... If you are not familiar with using the debugger, you can just add Debug.Log output just before all the relevant lines of code so you know what is working and where things stop working.

 function OnTriggerEnter2D(obj : Collider2D) {  
      var name = obj.gameObject.name;
      Debug.Log("collision happened: " + name);
      // If it collided with a bullet
      if (name == "bullet(Clone)") {
          Debug.Log("it was a bullet");
          // Destroy itself (the enemy)
          Destroy(gameObject);
  
          // And destroy the bullet
          Destroy(obj.gameObject);
  
          gameController.AddScore (ScoreValue);
      }
  
      // If it collided with the spaceship
      if (name == "spaceship") {
          Destroy(gameObject);
      }
  }


 function AddScore (newScoreValue : int) {
     Debug.Log(newScoreValue  + " score added. Total: " + Score  );
      Score += newScoreValue;
      UpdateScore ();
  }

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