How to save and add a value obtained in the game? - c#

I'm making a store for my game and I'm making a system where the score I get in the game is saved and every time you play it adds and saves too, but this last part isn't working I don't know why, I'm taking a variable from another script called score it receives the value I got and had to add it to the previous value but it doesn't happen.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class CoinsManager : MonoBehaviour
{
public GameObject YellowSquare;
private int totalScore;
void Start()
{
YellowSquare.GetComponent<Text>().text = GameController.score.ToString();
totalScore = PlayerPrefs.GetInt("lastScore", GameController.score);
}
void Update()
{
SaveMoney();
}
void SaveMoney()
{
totalScore = GameController.score++;
PlayerPrefs.SetInt("lastScore", totalScore);
}
}

Why is the GameController.score completely detached from this? I would expect you rather do
// actually load the previous score into GameController.score
GameController.score = PlayerPrefs.GetInt("lastScore", GameController.score);
// then AFTER this update the text
YellowSquare.GetComponent<Text>().text = GameController.score.ToString();
.. and then in Update rather do
// Btw do you really want your score to be a counter of how many FRAMES you have played? o.O
GameController.score++;
PlayerPrefs.SetInt("lastScore", GameController.score);
// also update the text after changing the value
YellowSquare.GetComponent<Text>().text = GameController.score.ToString();

Related

Unity PlayerPrefs is not updating my 'high score'

I'm making a 2D game where you're in the middle of the screen and you move round an endless green (screen) world and white cubes spawn randomly around you, and I have finished the game mechanics and a main menu and game over screens. The one thing I'm trying to add now is a high score. I did a bit of research and found PlayerPrefs is probably the way to do it. I have a seperate scene for my main menu and my gameplay level (which includes the game over screen). I have no error messages. I have created a HSSetter (High Score Setter) script on the high score text in the main menu screen:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class HSSetter : MonoBehaviour
{
public Text highScoreText;
// Start is called before the first frame update
void Start()
{
highScoreText.text = "High Score: " + PlayerPrefs.GetInt("HighScore").ToString();
}
// Update is called once per frame
void Update()
{
highScoreText.text = "High Score: " + PlayerPrefs.GetInt("HighScore").ToString();
}
}
and in my score script which is in my actual game level, here's the bit where I try to create the high score:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class score : MonoBehaviour
{
public int scoreCount = 0;
public int highScoreIFA;
void Start()
{
highScoreIFA = PlayerPrefs.GetInt("HighScore");
}
void Update()
{
if (scoreCount >= highScoreIFA)
{
PlayerPrefs.SetInt("HighScore", scoreCount);
}
}
public void AddToScore()
{
if (isHit == true) // i know this if loop works
{
scoreCount += 1; // and this, I use it to change the score text in-game.
isHit = false;
}
}
}
In AddToScore(), I increment scoreCount.
Through some debugging, I have found that everything in the HSSetter script works - when I change the highScoreText.text, the text on screen changes, which led me to believe the issue might be with the change of scenes? Thanks!
Multiple things you should do here
The first you already updated in your question afterwards: You had the condition wrong and always updated only
if(highScoreIFA > scoreCount)
which would almost always be the case.
Now you have changed it to
if(scoreCount >= highScoreIFA)
which still is not good since if the score is equal there is no reason to update it, yet.
I would rather use
if(scoreCount > highScoreIFA)
so only really update it when needed.
Secondly in both scripts do not use Update at all! That is extremely inefficient.
I would rather use event driven approach and only change and set stuff in the one single moment it actually happens.
You should only one single class (e.g. the score) be responsible and allowed to read and write the PlayerPrefs for this. I know lot of people tent to use the PlayerPrefs for quick and dirty cross access to variables. But it is exactly this: Quick but very dirty and error prone.
If you change the keyname in the future you'll have to do it in multiple scripts.
Instead rather let only the score do it but then let other scripts reference it and retrieve the values directly from that script instead
And finally you should use
PlayerPrefs.Save();
to create checkpoints. It is automatically done in OnApplicationQuit, bit in case your app is force closed or crashes the User would lose progress ;)
Might look like
public class score : MonoBehaviour
{
public int scoreCount = 0;
// Use an event so every other script that is interested
// can just register callbacks to this
public event Action<int> onHighScoreChanged;
// Use a property that simply always invoked the event whenever
// the value of the backing field is changed
public int highScoreIFA
{
get => _highScoreIFA;
set
{
_highScoreIFA = value;
onHighScoreChanged?.Invoke(value);
}
}
// backing field for the public property
private int _highScoreIFA;
private void Start()
{
highScoreIFA = PlayerPrefs.GetInt("HighScore");
}
public void AddToScore()
{
if (isHit == true) // i know this if loop works
{
scoreCount += 1; // and this, I use it to change the score text in-game.
isHit = false;
// Only update the Highscore if it is greater
// not greater or equal
if (scoreCount > highScoreIFA)
{
PlayerPrefs.SetInt("HighScore", scoreCount);
// Save is called automatically in OnApplicationQuit
// On certain checkpoints you should call it anyway to avoid data loss
// in case the app is force closed or crashes for some reason
PlayerPrefs.Save();
}
}
}
}
Then your other script only listens to the event and updates its display accordingly. It is even questionable if both scripts should not rather simply be one ;)
public class HSSetter : MonoBehaviour
{
public Text highScoreText;
// Reference your Score script here
[SerializeField] private score _score;
private void Awake ()
{
// Find it on runtime as fallback
if(!_score) _score = FindObjectOfType<score>();
// Register a callback to be invoked everytime there is a new Highscore
// Including the loaded one from Start
_score.onHighScoreChanged += OnHighScoreChanged;
}
private void OnDestroy()
{
_score.onHighScoreChanged += OnHighScoreChanged;
}
private void OnHighScoreChanged(int newHighScore)
{
highScoreText.text = $"High Score: {newHighScore}";
}
}

How do I fix this null reference error on a text object?

Sorry for the newb question.
I am trying to make a panel display the players final score after the game ends, I copied some code from a brackeys video but it still doesn't work.
I've tried initializing the text variable as null, I've tried some different syntax as well.
Here is the script that displays the score while the player is playing the game. This part works just fine.
using UnityEngine;
using UnityEngine.UI;
public class Score : MonoBehaviour
{
private float timer;
public Text scoreText;
// Update is called once per frame
void Update()
{
timer += Time.deltaTime;
scoreText.text = timer.ToString("0.#");
}
}
This script is meant to pull the score from the first script and display it on a text object on the game over panel.
using UnityEngine;
using UnityEngine.UI;
public class DisplayScore : MonoBehaviour
{
public Text finalScore;
void OnEnable()
{
finalScore.text = GetComponent<Score>().scoreText.text.ToString();
}
}
The game is working quite well except for this null reference error.
error come from this line in the second script:
finalScore.text = GetComponent<Score>().scoreText.text.ToString();
Since in Unity the Text constructor is protected, you must access an existing Text object you have created in the editor. Something like this
finalScore = someGameObject.GetComponent<Text>();
finalScore.text = timer.ToString("0.#");
or create a Text object with .AddComponent<Text> as shown here: Text.text

How can I get the text and save it in InputField?

I have an array InputFields, in my situation - six InputFields. How can I get the text and save it from each InputField?
Everything should work like this: I turn on the app, I change one, two or all of the input field, then turn off the application. Again, I turn on, and input fields have to be values which I wrote earlier.
I have a code that must seem to work properly, but this code works like this: it takes only the last value entered by the user and writes it to the last input field.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class SaveText : MonoBehaviour {
public GameObject[] InputFields;
public static string n;
public void Start ()
{
for(int i = 0; i < InputFields.Length; i++)
{
InputFields[i].GetComponent<InputField> ().text = PlayerPrefs.GetString (InputFields[i].name);
Debug.Log (PlayerPrefs.GetString (InputFields[i].name));
n = InputFields[i].name;
var input = InputFields[i].GetComponent<InputField> ();
var se = new InputField.SubmitEvent ();
se.AddListener (SubmitName);
input.onEndEdit = se;
}
}
public void SubmitName(string arg)
{
PlayerPrefs.SetString (n, arg);
}
An array of input fields I initialize dragging in Unity each input field in free cell in Script Component.
Well, you are using a single variable for all the different player prefs variables, n. So when you change a field (with SubmitName) it uses that n pref variable and changes it. This will correspond to the last value you gave to n in your loop.
An option would be to have that be an array too (private string prefValues[]) or to pass the calling input field to SubmitName (or rather it's name) and use that instead of n.
A little example (from your code you can actually change your GameObject[] to InputField[] which saves some GetComponent calls):
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class EventTest : MonoBehaviour
{
public InputField[] inputFields;
void Start ()
{
foreach(InputField field in inputFields)
{
var se = new InputField.SubmitEvent();
se.AddListener(delegate {
SubmitText(field.name, field.text);
});
field.onEndEdit = se;
}
}
public void SubmitText(string prefKey, string prefVal)
{
Debug.Log("Saved " + prefVal + " to " + prefKey);
}
}
Edit:
Added lines for saving/loading from prefs in the code below. For my test setup I just have two scenes. Both have two input fields and a button that calls that scene change. I can type stuff on the fields as I like, change scenes and it stays. Also upon restarting playmode in the editor.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class EventTest : MonoBehaviour
{
public InputField[] inputFields;
void Start ()
{
foreach(InputField field in inputFields)
{
// Get field values from player prefs if existing
// (it should only not exist the very first time or if you delete/clear the prefs)
if(PlayerPrefs.HasKey(field.name))
field.text = PlayerPrefs.GetString(field.name);
var se = new InputField.SubmitEvent();
se.AddListener(delegate {
SubmitText(field.name, field.text);
});
field.onEndEdit = se;
}
}
public void SubmitText(string prefKey, string prefValue)
{
// store the typed text of the respective input field
PlayerPrefs.SetString(prefKey, prefValue);
}
public void ChangeScene()
{
if(SceneManager.GetActiveScene().name == "Scene1")
{
SceneManager.LoadScene("Scene2");
}
else
{
SceneManager.LoadScene("Scene1");
}
}
}
If you want to save the data, after the application stopped or if it gets paused, you need to add some more functions to your MonoBehavior so that it can handle additional actions on a system end or pause.
Look at following functions in the documentation
OnApplicationQuit()
OnApplicationPause()
These functions will be called automatically. Inside these functions you need to iterate through the textfields and save them. It is one of the last functions that will be called before the program will lose it's recourses.
Regarding the Scene change, you would need the new scene to tell the old one to do any further actions. Like you can read in this post, there is only a way to know if a new scene was loaded.
Maybe you have a place where you can save the last active scene object and then call the last scenes function to do the saving process while the object is not cleared.

Saving Data to Variable With Different Script File Unity C#

Iam confused saving data to variable with different script file.
For Example :
File player.cs
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class player : MonoBehaviour {
public int coin = 1000;
}
File levelupstorage1raw.cs
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using System.Linq;
public class levelUpStorage1Raw : MonoBehaviour {
public player Player;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
public void OnClickWood () {
Player.coin = Player.coin + 1000;
}
}
In this script player.cs :
public class player : MonoBehaviour {
public int coin = 1000;
}
I have inisial the coin = 1000, this mean int coin have 1000.
In Other script file levelupstorage1raw.cs :
public player Player;
// Use this for initialization
public void OnClickWood () {
Player.coin = Player.coin + 1000;
}
I have add more coin 1000 to Player.coin.
Now my question is : where the Player.coin 1000 is save ? is it save to it own file variable Player.coin or
is it save to player.cs file variable coin ?
If it save to player.cs file variable coin then variable coin now should have 2000.
You clearly have to learn a bit more about programming. Try looking for tutorials online.
Regarding your question, if I simplify things a bit to give you an idea:
A variable is something that can change. What is written in your Player.cs file is the default value, the one it will have when starting the program. When you write Player.coin = Player.coin + 1000;, the variable value changes, so Player.coin is now 2000.
At this point the first value (1000) is lost because the variable in your program has been set to 2000. But this has nothing to do with the file.
When you run your program, your file has already been transformed to a program. The file with the code is just there to tell the computer how to create the program, but it won't be modified when you run the program.
I hope this helps you understand what happens in your example. I still thing you should look for tutorials. Even basic stuff will be really difficult to achieve if you don't know the basics

simple score system in unity5

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class score : MonoBehaviour {
public int ballValue;
public Text scoretext;
// Use this for initialization
void Start () {
ballValue = 0;
}
// Update is called once per frame
void Update () {
scoretext.text = ballValue.ToString();
}
void OnTriggerEnter2D(Collider2D other)
{
if(other.gameObject.tag == "bucket")
{
ballValue = ballValue + 1;
}
}
}
ok guys what am i doing wrong over here ,i am a beginner.what i am trying to achieve here is i want my ball to fall down to the bucket and get 1 point or score ,my ball has a actual circle collider and a rigidbody and my bucket has box collider which is a trigger and both of these are prefabs which is being used multiple times in the games just in case if anyone want to know.so can anyone tell me what i am doing wrong hereor can someone guide me to the right tutorial .thank you
(after playing with it for a whilei am able to get 1 point it does not increase and i am getting this error)
Object reference not set to an instance of an object.
and it refers to this line.
void Update () {
scoretext.text = ballValue.ToString();
}
ok guys i just found the real problem,as i said the bucket is a prefab which randomly generating like the pipes in flappy bird, so after creating my core system i drag and drop the text ui into the given place ,and i apply the changes and delete that prefab and when i go back to asset and check that prefab the given place for text says none.so how can i link the text ui directly to the script so it wont dlete it self.
A way to get around this, is having a static class that holds the score and then have your buckets invoke a method in the static class to increase the score.
All you have to do then, is have an empty game object with the static class attached.

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