How replay score to 0 using unity? - unity3d

I have quiz game which is the last game the score is come out.
the score is save and can show when the game is over, but when i replay the game the score don't return to zero
Here is my code in question and answer
public class QuestionAnswer : MonoBehaviour
{
public GameObject feedback_benar, feedback_salah;
public void answer(bool QuestionAnswer){
if (QuestionAnswer) {
feedback_benar.SetActive(false);
feedback_benar.SetActive(true);
int skor = PlayerPrefs.GetInt ("skor") + 10;
PlayerPrefs.SetInt ("skor", skor);
} else{
feedback_salah.SetActive(false);
feedback_salah.SetActive(true);
}
gameObject.SetActive (false);
transform.parent.GetChild(gameObject.transform.GetSiblingIndex()+1).gameObject.SetActive (true);
gameObject.SetActive (true);
}
}
and this in my score script code
public class Skor : MonoBehaviour
{
void Update()
{
GetComponent<Text> ().text = PlayerPrefs.GetInt ("skor").ToString();}}
}
}

If you want the score to reset each time you play the quiz simply don't save it, however if you want to implement a high score system you would do something like this.
private float score;
private void Update()
{
if (QuestionAnswered)
{
//Adds one to score if its right
score++;
}
}
void EndGame()
{
// score only gets saved if it is higher than the previously saved highscore
if (score > PlayerPrefs.GetFloat("HighScore", 0f))
{
PlayerPrefs.SetFloat("HighScore", score);
}
}
Then you simply call the endgame method when you want the game to end and it will compare highscore with score and if score is greater than saved highscore it will get updated.

Related

How do I save the score every time the scene resets and make it my new highscore when the score is higher than the highscore?

I'm currently recreating Jetpack Joyride and I'm having trouble with adding a highscore. I currently track my score on where my player is on the Y position and placing the score on a canvas. So I was wondering how do I save the score every time the score is higher that the highscore and when the scene resets.
This is what I currently use to track Y position of my player:
public class Score : MonoBehaviour
{
public Transform player;
public Text scoreText;
void Update()
{
scoreText.text = player.position.x.ToString("0" + "M");
}
}
There is multiple ways to implement high score.
You can use PlayerPrefs to store data in each scene and then load the data from storage and save again if the latest score is higher than the previous one.
You can create a global object which is not destroyed when new scenes load. In that object, you can attach a high score script that will keep track of the score.
Example Script for the 2nd Option
using UnityEngine;
using System.Collections;
public class MyCustomScript : MonoBehaviour {
public int score = 0;
void Awake()
{
GameObject[] objs = GameObject.FindGameObjectsWithTag("global");
if (objs.Length > 1)
{
Destroy(this.gameObject);
}
DontDestroyOnLoad(this.gameObject);
}
// Update is called once per frame
void Update () {
if( score < **getScore()** ){
score = getScore();
}
}
You should be saving that value when your player lose the game look at the comments I added to understand.
public class Score : MonoBehaviour
{
public Transform player;
public Text scoreText;
public Text highScoreText;
public float score;
bool lost;
private void Start()
{
HighScoreCheck();
}
void Update()
{
score = player.position.x;
//this is storing the score
scoreText.text = score.ToString("0" + "M");
highScoreText.text = PlayerPrefs.GetFloat("HighScore").ToString();
//this is showing the highest score recorded
LoseCheck();
}
private void HighScoreCheck()
{
if (!PlayerPrefs.HasKey("HighScore"))
//checking if this key has any value saved to it
{
Debug.Log("No High Score recorded Yet");
}
else
{
Debug.Log("HighScore is : " + PlayerPrefs.GetFloat("HighScore"));
}
}
private void LoseCheck()
{
if (lost)
{
if (score> PlayerPrefs.GetFloat("HighScore"))
{
PlayerPrefs.SetFloat("HighScore", score);
//this is how you save a float/int into a key that is stored in the device
}
else
{
Debug.Log("No new high score");
}
}
}
}

Scores not updated when collided the second time

Im having problem with an endless runner game. The scores are not updating after the first object collided. The script is attached to a prefab object. After the first object collided, the score updated to +100, the second object collides, no change.
void Start()
{
player = GameObject.FindGameObjectWithTag("Gameship");
YourScore = GameObject.Find("Score").GetComponentInChildren<TextMeshProUGUI>();
}
void Update()
{
}
void OnTriggerEnter2D(Collider2D collision)
{
if (collision.tag == "Border")
{
Destroy(this.gameObject);
}
else if(collision.tag == "Gameship")
{
if(this.gameObject.tag == "Reward")
{
Destroy(this.gameObject);
ChangeScore(100);
}
}
}
void ChangeScore(int changeValue)
{
this.score += changeValue;
YourScore.text = score.ToString();
}
}
Assuming your score is starting from zero i.e. score = 0, after colliding with Reward tagged gameObject, your code does the following:
The Score increases i.e. score += 100 -> score = 100
Updates the text. text = "100"
GameObject gets destroyed.
On destruction of gameObject, your score variable also gets destroyed,
assuming you are instantiating this object again, the whole script is executed again means score = 0, hence doing the above 3 steps over again and setting the text to 100 again which it already is.
I would suggest to use a Singleton class or just store the score variable in a different script that is not getting destroyed.
Currently you destroy the Object and so the scorevalue after it got triggered.
You will need an extra class with a static variable which has a score variable which you increase instead of increasing the local one.
public class ScoreHolder {
public static long score = 0;
}
void Start() {
player = GameObject.FindGameObjectWithTag("Gameship");
YourScore = GameObject.Find("Score").GetComponentInChildren<TextMeshProUGUI>();
}
void OnTriggerEnter2D(Collider2D collision) {
if (collision.tag == "Border") {
Destroy(this.gameObject);
} else if(collision.tag == "Gameship") {
if(this.gameObject.tag == "Reward") {
ChangeScore(100);
Destroy(this.gameObject);
}
}
}
void ChangeScore(int changeValue) {
ScoreHolder.score += changeValue;
YourScore.text = ScoreHolder.score.ToString();
}

Using a timer in conjunction with 2 push buttons from arduino

So I am using two push buttons (connected to an Arduino Uno) as an input to my game. The player has to push down both buttons at the same time for the character to move in the game. I want the player to hold down the buttons for a different amount of time in each level. I have a working Arduino and a working Unity timer and player script, but am not able to get the code to do what I want. What I basically want is that only when the player presses the buttons down, does the timer start counting down. Right now, the timer starts as soon as the scene begins. I know that I somehow have to reference the timer script to the button object, I have tried this but it still doesn't work. Note that the timer UI does have a Timer tag on it. I have also referenced the Player Controller script in the Timer script. Right now, Its giving me a range of errors. I have attached an image depicting these errors.error image
The Timer script:
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class Timer : MonoBehaviour
{
//int startTime = 0;
public bool buttonPressed = false;
public int timeLeft;
public Text countdownText;
GameObject Character;
void Awake()
{
Character = GameObject.FindWithTag("Player");
}
public void Start()
{
//StartCoroutine("LoseTime");
BeginTimer();
}
void Update()
{
countdownText.text = ("Time Left = " + timeLeft);
if (timeLeft <= 0)
{
//StopCoroutine("LoseTime");
//countdownText.text = "Times Up!";
Invoke("ChangeLevel", 0.1f);
}
}
public void BeginTimer()
{
Character.GetComponent<PlayerController>().Update();
//gameObject.GetComponent<MyScript2>().MyFunction();
if (buttonPressed == true )
{
StartCoroutine("LoseTime");
}
else if (buttonPressed == false)
{
StopCoroutine("LoseTime");
}
}
IEnumerator LoseTime()
{
while (true)
{
yield return new WaitForSeconds(1);
timeLeft--;
}
}
void ChangeLevel()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
}
}
The Player Script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO.Ports;
public class PlayerController : MonoBehaviour
{
SerialPort sp = new SerialPort("\\\\.\\COM4", 9600);
//player == GameObject.FindWithTag("Player").GetComponent<>();
public float Speed;
public Vector2 height;
public float xMin, xMax, yMin, yMax;
public bool buttonPressed = false;
GameObject Character;
public void Awake()
{
Character = GameObject.FindWithTag("Player");
}
public void Start()
{
if (!sp.IsOpen)
{ // If the erial port is not open
sp.Open(); // Open
}
sp.ReadTimeout = 1; // Timeout for reading
}
public void Update()
{
if (sp.IsOpen)
{ // Check to see if the serial port is open
try
{
string value = sp.ReadLine();//To("Button"); //Read the information
int button = int.Parse(value);
//float amount = float.Parse(value);
//transform.Translate(Speed * Time.deltaTime, 0f, 0f); //walk
if (button == 0) //*Input.GetKeyDown(KeyCode.Space*/) //jump
{
buttonPressed = true;
Character.GetComponent<Rigidbody2D>().AddForce(height, ForceMode2D.Impulse);
Character.GetComponent<Rigidbody2D>().position = new Vector3
(
Mathf.Clamp(GetComponent<Rigidbody2D>().position.x, xMin, xMax),
Mathf.Clamp(GetComponent<Rigidbody2D>().position.y, yMin, yMax)
);
Timer tmr = GameObject.Find("Timer").GetComponent<Timer>();
tmr.BeginTimer();
}
}
catch (System.Exception)
{
}
}
void ApplicationQuit()
{
if (sp != null)
{
{
sp.Close();
}
}
}
}
}
I think the problem may be with how I am referencing the scripts in each other.
In your timer you have a quite strange mixup of Update and Coroutine. Also note that BeginTimer is called exactly once! You also shouldn't "manually" call Update of another component.
I wouldn't use Update at all here. Simply start and stop a Coroutine.
The Timer script should only do the countdown. It doesn't have to know more:
public class Timer : MonoBehaviour
{
public int timeLeft;
public Text countdownText;
private bool timerStarted;
public void BeginTimer(int seconds)
{
// Here you have to decide whether you want to restart a timer
timeLeft = seconds;
// or if you rather want to continue counting down
//if(!timerStarted) timeLeft = seconds;
StartCoroutine(LoseTime());
}
public void StopTimer()
{
StopAllCoroutines();
}
private IEnumerator LoseTime()
{
timerStarted = true;
while (timeLeft > 0)
{
yield return new WaitForSeconds(1);
timeLeft --;
countdownText.text = $"Time Left = {timeLeft}";
}
// Only reached after the timer finished and wasn't interrupted meanwhile
// Using Invoke here is a very good idea since we don't want to interrupt anymore
// if the user lets go of the button(s) now
Invoke(nameof(ChangeLevel), 0.1f);
}
void ChangeLevel()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
}
}
In general avoid to use Find at all. If anyhow possible already reference things in the Inspector! If needed you can use Find but only once! What you never want to do is use any of the Find and GetComponent variants repeatedly - rather store the reference the first time and re-use it - and especially not in Update no a per frame basis. They are very expensive calls!
public class PlayerController : MonoBehaviour
{
public float Speed;
public Vector2 height;
// I prefer to use Vector2 for such things
public Vector2 Min;
public Vector2 Max;
public bool buttonPressed = false;
// Already reference these via the Inspector if possible!
public Rigidbody2D Character;
public Timer timer;
public Rigidbody2D _rigidbody;
private SerialPort sp = new SerialPort("\\\\.\\COM4", 9600);
private void Awake()
{
FetchReferences();
}
// This is my "secret" tip for you! Go to the component in the Inspector
// open the ContextMenu and hit FetchReferences
// This already stores the references in the according fields ;)
[ContextMenu("FetchReferences")]
private void FetchReferences()
{
if(!Character)Character = GameObject.FindWithTag("Player"). GetComponent<Rigidbody2D>();
if(!timer) timer = GameObject.Find("Timer").GetComponent<Timer>();
}
private void Start()
{
if (!sp.IsOpen)
{
sp.Open(); // Open
}
sp.ReadTimeout = 1;
}
private void Update()
{
// I wouldn't do the serialport open check here
// your if block simply silently hides the fact that your application
// doesn't work correctly! Rather throw an error!
try
{
string value = sp.ReadLine(); //Read the information
int button = int.Parse(value);
//TODO: Since it isn't clear in your question how you get TWO buttons
//TODO: You will have to change this condition in order to only fire if both
//TODO: buttons are currently pressed!
buttonPressed = button == 0;
if (buttonPressed)
{
Character.AddForce(height, ForceMode2D.Impulse);
// The clamping of a rigidbody should always be done ine FixedUpdate!
// Pass in how many seconds as parameter or make the method
// parameterless and configure a fixed duration via the Inspector of the Timer
timer.BeginTimer(3.0f);
}
else
{
// Maybe stop the timer if condition is not fulfilled ?
timer.StopTimer();
}
}
catch (System.Exception)
{
// You should do something here! At least a Log ...
}
}
private void FixedUpdate()
{
// Here I wasn't sure: Are there actually two different
// Rigidbody2D involved? I would assume you rather wanted to use the Character rigidbody again!
Character.position = new Vector3(Mathf.Clamp(Character.position.x, Min.x, Max.x), Mathf.Clamp(Character.position.y, Min.y, Max.y));
}
// Did you mean OnApplicationQuit here?
private void ApplicationQuit()
{
if (sp != null)
{
{
sp.Close();
}
}
}
}
Typed on smartphone but I hope the idea gets clear

PlayerPrefs for score in dynamically loaded levels

Im creating a brick breaker game in Unity with one scene called Game that loads every single level based on data received from a json file.
I.E :
Once all bricks are destroyed from 1 level, the second level is
loaded in the same scene, and so on.
Once you lose, a "Lose" scene is loaded with a "Play Again" button.
I'd like the high score information to be retained in the player prefs even after you press the "Play Again" button.
But I'm a bit confused to how this works. This is my code for score:
using UnityEngine;
using UnityEngine.UI;
public class Score : MonoBehaviour
{
public Text scoreText;
public Text highScoreText;
private int score;
private int highScore;
void Start()
{
score = 0;
GetHighScore();
}
void Update()
{
UpdateScore();
SetHighScore();
GetHighScore();
}
// TO UPDATE HIGH SCORE
void SetHighScore()
{
if (score > highScore)
{
PlayerPrefs.SetInt("HighScore", score);
}
}
void GetHighScore()
{
highScore = PlayerPrefs.GetInt("HighScore");
highScoreText.text = "High score: " + highScore;
}
// TO UPDATE HIGH SCORE
// TO UPDATE SCORE
public void AddPoints(int points)
{
score = score + points;
UpdateScore();
}
void UpdateScore()
{
scoreText.text = "score: " + score;
}
// TO UPDATE SCORE
}
So far the score updates fine, but nothing happens to the high score. Any help is appreciated!
This method here achives nothing
void GetHighScore()
{
PlayerPrefs.GetInt("HighScore");
}
It should be
void GetHighScore()
{
highScore = PlayerPrefs.GetInt("HighScore");
}
And i dont see the point in calling it every frame in Update. Call it once in Start
Also, you may want to update highScore in SetHighScore
if (score > highScore)
{
highScore = score;
PlayerPrefs.SetInt("HighScore", highScore);
highScoreText.text = "high score: " + highScore;
}

Unity2D: PlayerPrefs.HasKey

I'm using playerprefs to save data through out scenes. Although I'm having troubles with saving this data when the application is closed. You see I have a IAP shop that gives the player a boomerang when they purchase one, the boomerang effect (done inside my script) is activated through a button. My problem is, is that playerprefs.haskey isn't saving my boomerang effect when I close the game and then reopening it. Although it does save my boomerang effect when through scenes. This is my script:
public bool forceActive = false;
public GameObject BoomerangOn, BoomerangOff;
public static int buttonCount = 0;
static int timesActivated = 0;
void Start()
{
if (PlayerPrefs.HasKey ("boomerangbutton")) {
buttonCount = PlayerPrefs.GetInt ("boomerangbutton");
BoomerangEffect();
}
}
void Update()
{
PlayerPrefs.SetInt("boomerangbutton", buttonCount);
}
public void Activated ()
{
if(timesActivated < BoomeerangText.score)
{
timesActivated++;
StartCoroutine(BoomerangEffect());
}
}
IEnumerator BoomerangEffect()
{
BoomerangOn.SetActive (true);
yield return new WaitForSeconds (10.0f);
BoomerangOn.SetActive (false);
BoomerangOff.SetActive (true);
yield return new WaitForSeconds (1f);
BoomerangOff.SetActive (false);
forceActive = false;
}
Second Edit
Okay I research a bit and linked up boomerang effect script with my boomerang text script. When the user purchase a boomerang from my IAP store, they will get 5 boomerangs, once clicked on, the boomerang text int will go down (like 5, 4, 3, 2 and 1 ) and so will my buttoncount int(that is why the timesactivaed is needed). However I change the Activated function to:
public void Activated ()
{
if (timesActivated < BoomeerangText.score) {
timesActivated++;
StartCoroutine (BoomerangEffect ());
}
}
So far it works regarding activating my boomerang effect when the application is closed, but when it gets to the last int (1) nothing happens, my effect doesn't takes place, so far this is my only problem.
Above is an updated version of what my code looks like now. And below is my Boomerang text script:
public static int score = 0; // The player's score.
public static int click = 1;
public GameObject button;
Text text; // Reference to the Text component.
// Use this for initialization
void Start()
{
if (PlayerPrefs.HasKey ("boomerangTextInt")) {
score = PlayerPrefs.GetInt("boomerangTextInt");
}
}
void Awake()
{
text = GetComponent<Text>();
}
public void Update()
{
SetScoreText();
PlayerPrefs.SetInt("boomerangTextInt", score);
}
void SetScoreText()
{
text.text = " " + score;
if (score <= 0)
{
text.text = "None";
button.GetComponent<Button>().interactable = false;
}
else if (score >= 1)
{
button.GetComponent<Button>().interactable = true;
}
// Set the displayed text to be the word "Score" followed by the score value.
}
public void MinusBoomerangText()
{
score -= click;
text.text = " " + score;
}
}
And in my purchasing script I have this:
public int scoreValue = 5;
if (String.Equals(args.purchasedProduct.definition.id, PRODUCT_5_BOOMERANG, StringComparison.Ordinal))
{
BoomerangEffect.buttonCount += 5;
BoomerangText.score += scoreValue;
Debug.Log("Purchase successfull");
}
Thank you.:)
You are not calling .Save() which means all changes to PlayerPrefs are only in memory and are not persisted to disk, which means the next time you start the application all previous changes are lost.
Try the following in your save function.
void Update()
{
PlayerPrefs.SetInt("boomerangbutton", buttonCount);
PlayerPrefs.Save();
}
Disclaimer : I am not suggesting this is something you should do in your Update at all, as this in inefficient, but this is the root cause of your problem