void PassOrFail() { if (levelPass && success == false) { // You succeeded! // Show success panel and mark as complete gameController.GetComponent <GameController>().passChallenge = true; success = true; faceController.SetHappyImage(99f); StartCoroutine(LevelCompleteCoroutine()); if (challengeNumber < 36) { PlayerPrefs.SetInt("Challenge_" + (challengeNumber + 1).ToString(), 1); } //challengeHighScore = PlayerPrefs.GetFloat("ChallengeScore_" + challengeNumber.ToString()); Debug.Log("Challenge High Score is: " + challengeHighScore); if (gameController.score > challengeHighScore) { PlayerPrefs.SetFloat("ChallengeScore_" + challengeNumber.ToString(), gameController.score); } // if score is higher than high score, mark in PlayerPrefs as the new high score } else if (levelFail && fail == false && gameController.lives > 0) { // GAME OVER BUDDY! // Exit and do NOT mark as complete fail = true; faceController.SetArghImage(99f); if (FistTable.instance.fistSpecial == 17) { gameController.CalculateFist20BonusCoins(); } gameController.GetComponent <GameController>().savedCoinScore += gameController.GetComponent <GameController>().coinScore; gameController.GetComponent <GameController>().bonusCoinScore++; //Get 1 coin for losing as long as you "tried" gameController.GetComponent <GameController>().savedCoinScore += gameController.GetComponent <GameController>().bonusCoinScore; PlayerPrefs.SetInt(GamePreferences.CoinScore, gameController.GetComponent <GameController>().savedCoinScore); gameOverController.GetComponent <GameOverController>().GameOver(); } }