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Question by KingSloth · Sep 01, 2018 at 10:23 PM · c#scoresetactive

C# Increase Score when Destroyed will destroy but won't add score to text

I have a script that I am trying to get to increase my score by one, every time I find a certain object. My problem is that the object will deactivate, but it won't add a point. I already tried using Destroy method, but I would rather is SetActive.

here is my script - using UnityEngine; using System.Collections; using UnityEngine.UI; using System;

public class Pickup1 : MonoBehaviour {

 public Text MyText;
 private int score;


 // Use this for initialization
 void Start()
 {

     MyText.text = "Score : ";

 }


 // Update is called once per frame
 void Update()
 {

     MyText.text = "Score : " + score;

 }


 void OnTriggerEnter(Collider other)
 {

     score+= 1;


     gameObject.SetActive(false);

 }

}

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avatar image TimeFalling · Sep 01, 2018 at 11:07 PM 0
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When you deactivate the gameobject you will also deactivate the script in it. When you enter the OnTriggerEnter event you set the gameobject false and after that if won't proceed the update function. Just simply put the line in your update into the the OnTriggerEnter function before the deactivation line.

But i see a problem with this. It could probably happen that, if you have several gameobjects with this script, each time you hit the object it will always reset the score value. The reason is because you declare in each script a own score value. I would just get the value out of the ui and assign it to a lokal variable.

avatar image toddisarockstar · Sep 02, 2018 at 12:25 AM 0
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if this score variable is going to be accumulated for all objects then you should be able to simply set it to static:

 public static int score;

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Answer by eses · Sep 02, 2018 at 08:20 AM

Hi @KingSloth

You should watch this basics tutorial, it explains pretty much everything: https://unity3d.com/learn/tutorials/projects/roll-ball-tutorial/displaying-score-and-text?playlist=17141

You could place your score somewhere in your player instead of pickup. Pickup gets picked up it is not a score counter. Player instead should get and know about his score. Why would each and every pickup have a score? Also, the logic is now such that each time you collide with pickup, that specific pickup's points go up by one, then on next pickup, exactly the same. So Instead you could do:

 void OnTriggerEnter(Collider other)
 {
     if (other.gameObject.tag == "Player")
     {
         var playerData = other.GetComponent<MyPlayer>();
         playerData.score += 1;
 
         gameObject.SetActive(false);
     }
 }

MyPlayer is just some class you would have on your player which collides with pickup, it should have the score field.

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