private void UpdateScore(int scoreToAdd) { /*PlayerSettingsScript.PlayerSettings.prevGame.score += scoreToAdd; * gameScore.text = PlayerSettingsScript.PlayerSettings.prevGame.score.ToString(); * if (PlayerSettingsScript.PlayerSettings.prevGame.score >= PlayerSettingsScript.PlayerSettings.HighScores[0]) * { * PlayerSettingsScript.PlayerSettings.HighScores[0] = PlayerSettingsScript.PlayerSettings.prevGame.score; * HS_TXT.text = PlayerSettingsScript.PlayerSettings.HighScores[0].ToString(); * }*/ GameSaveScr gss = GameObject.Find("GameSave").GetComponent <GameSaveScr>(); //PlayerSettingsScript.PlayerSettings.score += scoreToAdd; LocalScore += scoreToAdd; //gameScore.text = PlayerSettingsScript.PlayerSettings.score.ToString(); gameScore.text = LocalScore.ToString(); //if (PlayerSettingsScript.PlayerSettings.score >= PlayerSettingsScript.PlayerSettings.HighScore1) if (LocalScore >= PlayerSettingsScript.PlayerSettings.HighScore1) { //PlayerSettingsScript.PlayerSettings.HighScore1 = PlayerSettingsScript.PlayerSettings.score; //HS_TXT.text = PlayerSettingsScript.PlayerSettings.HighScore1.ToString(); HS_TXT.text = LocalScore.ToString(); } else { HS_TXT.text = PlayerSettingsScript.PlayerSettings.HighScore1.ToString(); } //Let's manage the number left here: if (scoreToAdd == PowUpSc) { CS_scriptRef.DeductPU(); } else if (scoreToAdd == CoinSc) { CS_scriptRef.DeductCoin(); } else { //ghost or tampered score } //check for win if (CS_scriptRef.LeftoverCPU() == 0) { //win, stop game, do whatever we need to do to signal the end of the game, save, then load next level. CS_scriptRef.OnWin(); } }