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Question by arielferro · Dec 02, 2018 at 02:40 PM · c#2d gamedisplayhighscore

HighScore display on main menu from in game.

guys I need help , I'm new to unity and I'm making the hyper casual jumping game. I was able to store the score on the game scene by using PlayerPrefs, but I wanted to display it on my 2nd scene which is my main menu , here's the code. your help would be much appreciated.

   using System.Collections;
     using System.Collections.Generic;
     using UnityEngine;
     using UnityEngine.UI;
     public class Cubie : MonoBehaviour {
         private Rigidbody2D rb;
         public float fallMultiplier = 4.5f;
         private bool Grounded = true;
         private Animator anim;
         public GameObject dustParticle;
         private bool firstJump = true;
         private float prevYpos = -1000;
         public bool isDead = false;
         public GameObject GameOverScreen;
         //color
         Color[] standColor = new Color[] { Color.red, Color.green, Color.blue, Color.yellow, Color.cyan, Color.magenta };
         int colorIndex = 0;
         int Achievement = 30; 
         private char lastJump = 'N';
        
     
         //score text
      
         public Text Score;
         public Text HighScore;
       
         public int Scorecount;
         public static int HighScoreCount;
     
         //audio
         private AudioSource audi;
         // Use this for initialization
        
         void Start () {
     
             
     
             audi = GetComponent<AudioSource>();
             Time.timeScale = 2f;
             rb = GetComponent<Rigidbody2D>();
             anim = GetComponent<Animator>();
     
             HighScoreCount = PlayerPrefs.GetInt("HighScore", HighScoreCount);  //HighScoreCount=Int ✓
     
     
     
     
     
         }    
         // Update is called once per frame
         void Update () {
           
             if (transform.position.y+5f < prevYpos)
             {
                 if (!isDead)
                 Death();
             }
     
             if (Input.GetKeyDown(KeyCode.LeftArrow))
             {
                 Jump(true);
             }
     
             if (Input.GetKeyDown(KeyCode.RightArrow))
             {
                 Jump(false);
             }
             if (rb.velocity.y < 0)
             {
                 rb.velocity += Vector2.up * Physics2D.gravity.y * (fallMultiplier) * Time.deltaTime;
             }
     
     
             //========================================== 
             Score.text = " " + Scorecount;  //current score ✓
     
             if ((Scorecount) > (HighScoreCount)) //condition for beating high score ✓
             {
                 HighScoreCount = Scorecount;       //replace ✓
     
                 PlayerPrefs.SetInt("HighScore", HighScoreCount);  //HighScoreCount=Int ✓
                 PlayerPrefs.Save();
             }
             HighScore.text = " " + HighScoreCount;   // display ✓
     
             StoreHighScore();
             //=============================================
         } // End of Update ✓
     
         void StoreHighScore()
         {
             PlayerPrefs.SetInt("HighScore", HighScoreCount);
             PlayerPrefs.Save();
         }
     
     
         public void Jump(bool smallJump)
         {
             firstJump = false;
             if (!Grounded)
                 return;
             //play animation
             anim.SetTrigger("jump");
             Grounded = false;
             if (smallJump)
             {
                 lastJump = 'S';
                 rb.AddForce(new Vector2(9.8f * 12f, 9.8f * 20f));
             }
             else
             {
                 //long jump
                 lastJump = 'B';
                 StartCoroutine(longJump());
             }
         }
     
     
     
         IEnumerator longJump()
         {
             rb.AddForce(new Vector2(0, 9.8f * 29f));
             yield return new WaitForSeconds(0.15f);
             rb.AddForce(new Vector2(9.8f * 12f, 0));
         }
     
     
         void OnCollisionEnter2D(Collision2D col)
         {
             rb.velocity = Vector3.zero;
             if (lastJump == 'S' && col.gameObject.tag == "smallTile")
             {
             }
             else if (lastJump == 'B' && col.gameObject.tag == "bigTile")
             {
             }
             else if (lastJump == 'N')
             {
             }
             else
             {
                 print("WRONG JUMP- GAME OVER!!");
                 Update();
                 Death();
             }
             if (col.gameObject.tag.Contains ("Tile"))
             {
                 //play sound
                 audi.Play();
     
                 //update score
                 Scorecount = Scorecount + 1;
     
             
     
                 //BEST SCORE
     
     
     
                 //color change
                 GameObject cube = col.gameObject;
                 Renderer cr = cube.GetComponent<Renderer>();
                 cr.material.SetColor("_Color", standColor[colorIndex]);
     
                 prevYpos = transform.position.y;
     
                 GameObject temp = Instantiate(dustParticle, new Vector3(transform.position.x, transform.position.y - 0.5f, transform.position.z), dustParticle.transform.rotation);
                 Destroy(temp, 1.5f);
                 Grounded = true;
                
                 transform.position = new Vector3(col.gameObject.transform.position.x - 0.2f, transform.position.y, transform.position.z);
                 if (firstJump)
                     return;
                 StartCoroutine(FallTile(col.gameObject));
             }
             AchievementAchieved();
          }
     
     
     
         IEnumerator FallTile(GameObject col)
         {
             yield return new WaitForSeconds(1f);
             if (col.gameObject != null)
             {
                 col.AddComponent<Rigidbody2D>();
             }
         }
     
         void AchievementAchieved()
         {
             if (Scorecount == Achievement)
             {
                 if (colorIndex >= standColor.Length - 1)
                 {
                     colorIndex = 0;
                 }
                 else
                 {
                     colorIndex++;
                 }
                 Achievement = Achievement * 2;
             }
         }
     
     
         void Death()
         {
             GameOverScreen.SetActive(true);
             print("PLAYER DIED");
             isDead = true;
             rb.velocity += Vector2.up * Physics2D.gravity.y * (-500);
     
     
             PlayerPrefs.SetInt("HighScore", HighScoreCount);
     
         }
     }
     
 
 
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avatar image Vega4Life · Dec 02, 2018 at 02:51 PM 0
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It seems you have everything you need. In whatever scripts you are using for the main menu, its going to use the same as what you got now to get the high score. PlayerPrefs.GetInt("HighScore", 0).


I would probably test to see if the highscore is > 0, if it isn't, I would't even show I highscore. Probably means they haven't played yet.


Unless I am missing something you should be good. Just add a UI component to your main menu scene. Add some text to it. Reference the text to a script, then something like highscoreText.text = highscore; from OnStart()

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