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Question by blabberbytes · Dec 01, 2014 at 11:01 AM · score

Changing enemy after scoreValue = 15

So I'm developing this survival shooter and want the enemy type to change after a score of 15 (15 kills). I'm a total beginner at unity and pretty much don't understand any of it, although I do want to learn. Everything is pretty much foreign to me so please forgive my noobness,

So far I have been able to get the GUI Text going and every time I kill an enemy it adds to the score count. I have two c# scripts that accomplish this.

alt text

  using UnityEngine;
 using System.Collections;
 public class DestroyByContact : MonoBehaviour
 {
 public GameObject explosion;
 public GameObject playerExplosion;
 public int scoreValue;
 private GameController gameController;
 void Start ()
 {
 GameObject gameControllerObject = GameObject.FindWithTag ("GameController");
 if (gameControllerObject != null)
 {
 gameController = gameControllerObject.GetComponent <GameController>();
 }
 if (gameController == null)
 {
 Debug.Log ("Cannot find 'GameController' script");
 }
 }
 void OnTriggerEnter(Collider other)
 {
 if (other.tag == "Boundary")
 {
 return;
 }
 Instantiate(explosion, transform.position, transform.rotation);
 if (other.tag == "Player")
 {
 Instantiate(playerExplosion, other.transform.position, other.transform.rotation);
 gameController.GameOver ();
 }
 gameController.AddScore (scoreValue);
 Destroy(other.gameObject);
 Destroy(gameObject);
 }
 }

  using UnityEngine;
 using System.Collections;
 public class GameController : MonoBehaviour
 {
 public GameObject hazard;
 public Vector3 spawnValues;
 public int hazardCount;
 public float spawnWait;
 public float startWait;
 public float waveWait;
 public GUIText scoreText;
 public GUIText restartText;
 public GUIText gameOverText;
 private bool gameOver;
 private bool restart;
 private int score;
 void Start ()
 {
 gameOver = false;
 restart = false;
 restartText.text = "";
 gameOverText.text = "";
 score = 0;
 UpdateScore ();
 StartCoroutine (SpawnWaves ());
 }
 void Update ()
 {
 if (restart)
 {
 if (Input.GetKeyDown (KeyCode.R))
 {
 Application.LoadLevel (Application.loadedLevel);
 }
 }
 }
 IEnumerator SpawnWaves ()
 {
 yield return new WaitForSeconds (startWait);
 while (true)
 {
 for (int i = 0; i < hazardCount; i++)
 {
 Vector3 spawnPosition = new Vector3 (Random.Range (-spawnValues.x, spawnValues.x), Random.Range (-spawnValues.y, spawnValues.y), Random.Range(-spawnValues.z, spawnValues.z));
 Quaternion spawnRotation = Quaternion.identity;
 Instantiate (hazard, spawnPosition, spawnRotation);
 yield return new WaitForSeconds (spawnWait);
 }
 yield return new WaitForSeconds (waveWait);
 if (gameOver)
 {
 restartText.text = "Press 'R' for Restart";
 restart = true;
 break;
 }
 }
 }
 public void AddScore (int newScoreValue)
 {
 score += newScoreValue;
 UpdateScore ();
 }
 void UpdateScore ()
 {
 scoreText.text = "Score: " + score;
 }
 public void GameOver ()
 {
 gameOverText.text = "Game Over!";
 gameOver = true;
 }
 }

36131-screen+shot+2014-11-29+at+7.20.31+pm.png (38.6 kB)
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