void UpdateTheScore() { //scores highScore = PlayerPrefabsManager.GetHighScoreKey(); //display scores highScoreText.text = "High Score: " + highScore.ToString(); }
void UpdateTheScore() { //Fetch the scores from the player prefabs highScore = PlayerPrefabsManager.GetHighScoreKey(); finalScore = PlayerPrefabsManager.GetScoreKey(); //Display scores highScoreText.text = "High Score: " + highScore.ToString(); finalScoreText.text = "Your Score: " + finalScore.ToString(); }
public void updateScore() { #region pass score into the final scene and set high score when the score exceeds the current high score if (finish.Won) { //pass the score into the score player prefab PlayerPrefabsManager.SetScoreKey(score); #region new high score //If the score is higher than the high score, se this value as the new high score if (score >= PlayerPrefabsManager.GetHighScoreKey()) { PlayerPrefabsManager.SetHighScoreKey(score); } #endregion new high score //transition to the win screen levelManager.changeScene("Win"); } #endregion pass score into the final scene and set high score when the score exceeds the current high score }
void Update() { #region score, lives and health text scoreText.text = "Score: " + score; healthText.text = "Health: " + health; liveText.text = "Lives: " + live; #endregion score, lives and health text #region pass score into final score and/or high score //final score if (lifeCount.lives <= 0) { PlayerPrefabsManager.SetScoreKey(score); #region new high score // if higher than high score, new high score if (score >= PlayerPrefabsManager.GetHighScoreKey()) { PlayerPrefabsManager.SetHighScoreKey(score); } #endregion new high score } #endregion pass score into final score and/or high score }