// Update is called once per frame void Update() { if (!game.gameOver) //if the game is not yet over { if (scoreMulti > 1f) { multiText.GetComponent <Text>().text = "x" + scoreMulti; //set the multiplier text multiText.SetActive(true); //show the multiplier text } else { multiText.SetActive(false); //hide the multiplier text } points += Time.deltaTime * 10 * scoreMulti; if (points >= 500 && points < 1000) { //playGames.recordAchievement(PlayGamesConstants.achievement_500_points); if (!active500) { Debug.Log("500 Achievement"); activateText = true; achieveText.text = "500 Points"; playGames.recordAchievement(PlayGamesConstants.achievement_500_points); active500 = true; } } if (points >= 1000 && points < 5000) { //playGames.recordAchievement(PlayGamesConstants.achievement_1000_points); if (!active1000) { achieveText.text = "1000 Points"; activateText = true; active1000 = true; playGames.recordAchievement(PlayGamesConstants.achievement_1000_points); } } if (points >= 5000 && points < 10000) { //playGames.recordAchievement(PlayGamesConstants.achievement_5000_points); if (!active5000) { achieveText.text = "5000 Points"; activateText = true; active5000 = true; playGames.recordAchievement(PlayGamesConstants.achievement_5000_points); } } if (points >= 10000 && points < 20000) { //playGames.recordAchievement(PlayGamesConstants.achievement_10000_points); if (!active10000) { achieveText.text = "10000 Points"; activateText = true; active10000 = true; playGames.recordAchievement(PlayGamesConstants.achievement_10000_points); } } if (points >= 20000) { //playGames.recordAchievement(PlayGamesConstants.achievement_10000_points); if (!active20000) { achieveText.text = "20000 Points"; activateText = true; active20000 = true; playGames.recordAchievement(PlayGamesConstants.achievement_20000_points); } } UpdatePoints( ); //increment the points if (activateText) { AchievementText.SetActive(true); activeTimer += Time.deltaTime; if (activeTimer >= 1f) { AchievementText.SetActive(false); activeTimer = 0f; activateText = false; } } } if (game.gameOver) { multiText.SetActive(false); AchievementText.SetActive(false); } }