Score reset script - c#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class ResetButton : MonoBehaviour
{
public static ResetButton Instance;
public bool isGameOver = false;
public Score score;
public Text scoreText;
public Button yourButton;
internal static object instance;
void Awake()
{
if (Instance == null)
{
Instance = this;
}
else if (Instance != this)
{
Destroy(gameObject);
}
}
// Start is called before the first frame update
void Start()
{
Button btn = yourButton.GetComponent<Button>();
btn.onClick.AddListener(TaskOnClick);
}
public void TaskOnClick()
{
ScorePanelUpdater.Score = 0;
}
// Update is called once per frame
void Update()
{
if (isGameOver && Input.GetMouseButtonDown(0))
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
}
}
I make a quiz game and I want my score to reset when you touch the button reset score. The quiz have different score scripts for 20 questions ( after you finish the first 20 questions , you start another quiz with different score for the next 20 questions ) I want a code that works with a specific Score script ( not to reset all scores from the game in the same time)
ScorePanel16:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System;
public class ScorePanel16 : MonoBehaviour
{
// better if you can already reference this via Inspector
[SerializeField] Text text;
void Awake()
{
if (!text) text = GetComponent<Text>();
// it's always save to remove listeners before adding them
// makes sure it is added only once
GameInstance16.OnScoreChanged -= OnScoreChanged;
GameInstance16.OnScoreChanged += OnScoreChanged;
// invoke once now with current value
OnScoreChanged(GameInstance16.Score);
}
private void OnDestroy()
{
GameInstance16.OnScoreChanged -= OnScoreChanged;
}
private void OnScoreChanged(int newValue)
{
text.text = "Score: " + newValue;
}
}
GameInstance15:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public static class GameInstance15
{
// Start is called before the first frame update
private static int _score = 0;
// have an event to register listeners
public static event Action<int> OnScoreChanged;
// public property
public static int Score
{
get { return _score; }
set
{
_score = value;
// invoke an event to inform all registered listeners
OnScoreChanged?.Invoke(_score);
}
}
}
Score16:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Score16 : MonoBehaviour
{
public Text scoreText;
public Button button;
// Use this for initialization
void Start()
{
DontDestroyOnLoad(gameObject);
if (!button) button = GetComponent<Button>();
button.onClick.AddListener(() => { GameInstance16.Score++; });
GameInstance16.OnScoreChanged -= OnScoreChanged;
GameInstance16.OnScoreChanged += OnScoreChanged;
// invoke once now with current value
Debug.LogFormat("Current Score: {0}", GameInstance16.Score);
OnScoreChanged(GameInstance16.Score);
}
private void OnDestroy()
{
GameInstance16.OnScoreChanged -= OnScoreChanged;
}
private void OnScoreChanged(int newValue)
{
scoreText.text = "Score: " + newValue;
}
// These two make not much sense .. since the value already was public
// you wouldn't need methods for this
// anyway now you could directly do it on GameInformation instead
public void AddScore(int s)
{
GameInstance16.Score += s;
}
public int GetScore()
{
return GameInstance16.Score;
}
}

After a completing a quiz(with 20) questions. Save and add the score in PlayerPref using PlayerPrefs.SetInt("totalScore",score); If you like to reset before completing just clear currentScore.Else if you completed the game ,then score=PlayerPrefs.GetInt("totalScore")+currentScore;.In next line again set the score
using PlayerPrefs.SetInt("totalScore",score);

Related

Event invokes in one place but doesn't want to in the other

I am using UnityEvent I called ScoreEvent and I feed it a float. All works fine, except when I need it to. I tried invoking the event when an enemy dies. Nada. I tried putting it in an If statement before, and for some reason it works.
This is the main code (ignore useless variables, still seeing what I need and what I don't)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
[RequireComponent(typeof(TriggerEnter))]
public class Health : MonoBehaviour
{
private ScriptableObjectLoader _sol;
private TriggerEnter _te;
public HealthbarEvent HE;
public ScoreEvent SE;
public float ObjectHealth;
public float EnemyScore;
private float _score;
private bool _isDead;
private void Awake() {
if(_te == null)
{
_te = GetComponent<TriggerEnter>();
}
if(HE == null)
{
HE = new HealthbarEvent();
}
if(SE == null)
{
SE = new ScoreEvent();
}
}
void Start()
{
this._sol = GetComponent<ScriptableObjectLoader>();
_te.DE.AddListener(onChange);
this.ObjectHealth = _sol.Health;
this._score = _sol.Score;
this._isDead = false;
HE.Invoke(ObjectHealth);
}
void onChange(Damage damage){
ObjectHealth -= damage.damage;
if(gameObject.tag == "Player")
{
HE.Invoke(ObjectHealth);
//Works if i put SE.Invoke here
}
if(ObjectHealth <= 0)
{
SE.Invoke(EnemyScore); //doesn't work here (I WANT IT TO BE HERE, NOT UP THERE) :/
if(gameObject.tag == "Enemy")
{
EnemyScore = gameObject.GetComponent<Health>()._score;
}
Destroy(gameObject);
}
}
}
[System.Serializable]
public class ScoreEvent : UnityEvent<float>{}
public class HealthbarEvent : UnityEvent<float>{}
And this is the script that listenes:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class ScoreLoader : MonoBehaviour
{
private TMP_Text _tekst;
private GameObject _player;
private Health _h;
void Awake() {
_tekst = GetComponent<TMP_Text>();
}
void Start()
{
_player = GameObject.Find("Player");
_h = _player.GetComponent<Health>();
_h.SE.AddListener(updateScore);
_tekst.text = "0";
}
void Update()
{
}
void updateScore(float score)
{
Debug.Log("Primio sam ga. Jako");
}
}

How do I make a unity ad play every 5 rounds/losses?

I have been trying to make my game, play an ad every 5 rounds/losses. I have tried copying some scripts, but they don't work for me. I am a really early developer and don't know much about c# and unity. If you find a solution tell me in which script I need to put the code.
My GameManager script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class GameManager : MonoBehaviour
{
public GameObject gameOverCanvas;
public AdsManager ads;
private void Start()
{
Time.timeScale = 1;
ads.ShowBanner();
}
public void GameOver()
{
gameOverCanvas.SetActive(true);
Time.timeScale = 0;
ads.PlayAd();
}
public void Replay()
{
SceneManager.LoadScene(0);
}
}
My AdsManager script:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Advertisements;
public class AdsManager : MonoBehaviour, IUnityAdsListener
{
#if UNITY_IOS
string gameId = "#######";
#else
string gameId = "#######";
#endif
Action onRewardedAdSuccess;
// Start is called before the first frame update
void Start()
{
Advertisement.Initialize(gameId);
Advertisement.AddListener(this);
ShowBanner();
}
public void PlayAd()
{
if(Advertisement.IsReady("Interstitial_Android"))
Advertisement.Show("Interstitial_Android");
}
public void PlayRewardedAd(Action onSuccess)
{
onRewardedAdSuccess = onSuccess;
if(Advertisement.IsReady("Rewarded_Android"))
{
Advertisement.Show("Rewarded_Android");
}
else
{
Debug.Log("Rewarded ad is not ready!");
}
}
public void ShowBanner()
{
if (Advertisement.IsReady("Banner_Android"))
{
Advertisement.Banner.SetPosition(BannerPosition.BOTTOM_CENTER);
Advertisement.Banner.Show("Banner_Android");
}
else
{
StartCoroutine(RepeatShowBanner());
}
}
public void HideBanner()
{
Advertisement.Banner.Hide();
}
IEnumerator RepeatShowBanner()
{
yield return new WaitForSeconds(1);
ShowBanner();
}
public void OnUnityAdsReady(string placementId)
{
Debug.Log("ADS ARE READY!");
}
public void OnUnityAdsDidError(string message)
{
Debug.Log("ERROR: " + message);
}
public void OnUnityAdsDidStart(string placementId)
{
Debug.Log("VIDEO STARTED!");
}
public void OnUnityAdsDidFinish(string placementId, ShowResult showResult)
{
if (placementId == "Rewarded_Android" && showResult == ShowResult.Finished)
{
onRewardedAdSuccess.Invoke();
}
}
}
If you need any more scripts then tell me. I would appreciate any feedback.
Create a counter, increment it after every game and then check if you reached required number of games.
You would need to create counter and required games variables. Then, put the increment and if statement code in your GameOver method:
public void GameOver()
{
gameOverCanvas.SetActive(true);
Time.timeScale = 0;
gameCount++; //increment game count
if(gameCount >= gamesToShowAd) // check if player played enough games to show ad
{
ads.PlayAd();
gameCount = 0; // reset counter
}
}
If you wish, you could consider saving game count using https://docs.unity3d.com/ScriptReference/PlayerPrefs.html or using ready online solution, but it's up to you.

error CS0103: The name 'playfabManager' does not exist in the current context

I just started using Unity, to make a small game called flappy duck.
I wanne have an online leaderboard so everyone can beat each others highscore.
I stumbled on this error Assets\scripts\PlayerController.cs(65,9): error CS0103: The name 'playfabManager' does not exist in the current context
I cand cant find anything wrong. BTW i am using a tutorial
from CoCo Code https://www.youtube.com/watch?v=e2RXDso6fWU&t=266s he uses playfab i am trying to
get this working in my own game.
THIS IS THE SCRIPT THAT MAKES THE TEXT DISPLAY THE HIGHSCORE
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class HighSScore : MonoBehaviour
{
public Text HighScore;
// Start is called before the first frame update
void Start()
{
HighScore.text = PlayerPrefs.GetInt("highscore").ToString();
}
}
THIS IS THE PLAYFAB MANAGER
using System.Collections.Generic;
using UnityEngine;
using PlayFab;
using PlayFab.ClientModels;
public class PlayFabManager : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
Login();
}
void Login()
{
var request = new LoginWithCustomIDRequest
{
CustomId = SystemInfo.deviceUniqueIdentifier,
CreateAccount = true
};
PlayFabClientAPI.LoginWithCustomID(request, OnSuccess, OnError);
}
void OnSuccess(LoginResult result)
{
Debug.Log("Successful login/account create!");
}
void OnError(PlayFabError error)
{
Debug.Log("Error while logging in/creating account!");
Debug.Log(error.GenerateErrorReport());
}
public void SendLeaderboard(int score)
{
var request = new UpdatePlayerStatisticsRequest
{
Statistics = new List<StatisticUpdate>
{
new StatisticUpdate
{
StatisticName = "score",
Value = score
}
}
};
PlayFabClientAPI.UpdatePlayerStatistics(request, OnLeaderboardUpdate, OnError);
}
void OnLeaderboardUpdate(UpdatePlayerStatisticsResult result)
{
Debug.Log("succsessfull send leaderboard");
}
}`
LAST IS THIS THE PLAYERCONTROLLER
were the error is based on line 65
I am trying to send the highscore to the leaderboard in playfab.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class PlayerController : MonoBehaviour
{
[SerializeField] TextMeshProUGUI scoreText;
Rigidbody2D bird;
int score = 0;
bool dead = false;
int highscore = 0;
// Start is called before the first frame update
void Start()
{
bird = transform.GetComponent<Rigidbody2D>();
}
// Update is called once per frame
public void update ()
{
if (Input.GetKeyDown("space") && !dead)
{
bird.velocity = new Vector2(0, 6f);
}
if (Input.GetKeyDown("r"))
{
SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().buildIndex);
}
if (score > highscore)
{
highscore = score;
SendLeaderboard();
PlayerPrefs.SetInt("highscore", score);
}
}
void OnCollisionEnter2D()
{
dead = true;
score = 0;
scoreText.text = "0";
}
void OnTriggerExit2D(Collider2D col)
{
if (col.gameObject.tag == "PointTrigger")
{
score++;
scoreText.text = score.ToString();
}
}
void OnTriggerExit(Collider col)
{
if (col.gameObject.tag == "PointTrigger")
{
score++;
scoreText.text = score.ToString();
}
}
public void SendLeaderboard()
{
playfabManager.SendLeaderboard(highscore);
}
}
I hope someone can help me.
Most probably in PlayerController you wanted to have a
[SerializeField] private PlayFabManager playfabManager;
and either reference it via the Inspector or at runtime via e.g.
private void Awake ()
{
// Try and get the component if it is attached to the same object as this
if(! playfabManager) playfabManager = GetComponent<PlayFabManager>();
// Or try and find it anywhere in the scene
if(! playfabManager) playfabManager = FindObjectOfType<PlayFabManager>();
// Or simply create and attach it to the same object as this one
if(! playfabManager) playfabManager = gameObject.AddComponent<PlayFabManager>();
}
Or - and in my eyes this would be the more correct solution - the PlayerFabManager should not be a MonoBehaviour at all but rather simply do
public class PlayFabManager
{
public void Login()
{
...
}
...
}
And in PlayerController you'd rather do
private readonly PlayFabManager playfabManager = new PlayFabManager();
private void Start ()
{
playfabManager.Login();
}

Why it's not playing all the conversations and not in the right order from start to end?

For testing I have two conversations at index 0 and 1.
And I want it to play the first conversation index 0 and then when it finish playing it to start playing the next conversation at index 1.
This is the script with the playing methods. The first should play a list/array of conversations one by one the second should play only a single conversation :
PlayConversations and PlayConversation.
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine;
public class ConversationTrigger : MonoBehaviour
{
public List<Conversation> conversations = new List<Conversation>();
public static List<int> conversationsToPlay = new List<int>();
public bool conversationEnd;
public GameObject canvas;
public static int conversationIndex;
private DialogueManager dialoguemanager;
private string jsonPath;
public void InitJsonPath()
{
jsonPath = Application.persistentDataPath + "/" + "Json.txt";
}
private void Start()
{
conversationIndex = 0;
dialoguemanager = FindObjectOfType<DialogueManager>();
}
public IEnumerator PlayConversations()
{
canvas.SetActive(true);
conversationEnd = false;
var conversations = conversationsToPlay.ToArray(); // Copy the list
conversationsToPlay.Clear(); // Immediately clear the original list
for (int i = 0; i < conversations.Length; i++) // iterate over the array
{
// Now you also don't need to remove items anymore,
// since you already cleared the list
yield return StartCoroutine(PlayConversation(conversations[i]));
}
}
public IEnumerator PlayConversation(int index)
{
if (conversations.Count > 0 &&
conversations[index].Dialogues.Count > 0)
{
for (int i = 0; i < conversations[index].Dialogues.Count; i++)
{
if (dialoguemanager != null)
{
dialoguemanager.StartDialogue(conversations[index].Dialogues[i]);
}
while (DialogueManager.dialogueEnded == false)
{
yield return null;
}
}
conversationEnd = true;
conversationIndex = index;
canvas.SetActive(false);
Debug.Log("Conversation Ended");
}
}
public void SaveConversations()
{
string jsonTransform = JsonHelper.ToJson(conversations.ToArray(), true);
File.WriteAllText(jsonPath, jsonTransform);
}
public void LoadConversations()
{
string jsonTransform = File.ReadAllText(jsonPath);
conversations.Clear();
conversations.AddRange(JsonHelper.FromJson<Conversation>(jsonTransform));
}
}
For that I made another helper script :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayConversations : MonoBehaviour
{
private static ConversationTrigger conversationTrigger;
private static PlayConversations instance;
private void Awake()
{
conversationTrigger = GetComponent<ConversationTrigger>();
instance = this;
}
public static void ConversationToPlay(int index)
{
ConversationTrigger.conversationsToPlay.Add(index);
instance.StartCoroutine(conversationTrigger.PlayConversations());
}
}
And a script for testing :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BeginningCutscene : MonoBehaviour
{
public DepthOfField dephOfField;
// Update is called once per frame
void Update()
{
if (dephOfField.dephOfFieldFinished == true)
{
PlayConversations.ConversationToPlay(0);
PlayConversations.ConversationToPlay(1);
}
}
}
But it's start playing first the conversation at index 1 then only part of conversation at index 0 and then start over again then ending.
I think your issue has to do with the way you implemented the ConversationsToPlay method. At each call of the method you start a new coroutine which in turn will call the PlayConversation method. What this means is that each call of ConversationToPlay will play the conversation at the index you passed and that is why they are overlapping.
The simplest solution I can think of is to move the start of the coroutine outside of the ConversationsToPlay method.
Something like this:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayConversations : MonoBehaviour
{
private static ConversationTrigger conversationTrigger;
private static PlayConversations instance;
private void Awake()
{
conversationTrigger = GetComponent<ConversationTrigger>();
instance = this;
}
public static void AddConversationToPlay(int index)
{
ConversationTrigger.conversationsToPlay.Add(index);
}
public static void StartPlayConversationsCoroutine()
{
instance.StartCoroutine(conversationTrigger.PlayConversations());
}
}
and the test script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BeginningCutscene : MonoBehaviour
{
public DepthOfField dephOfField;
// Update is called once per frame
void Update()
{
if (dephOfField.dephOfFieldFinished == true)
{
PlayConversations.AddConversationToPlay(0);
PlayConversations.AddConversationToPlay(1);
PlayConversations.StartPlayConversationsCoroutine();
}
}
}

SquidCoin.cs My Currency Script is not working after adding [PlayerPrefs]

I have a currency script for my game that is not displaying how much money the user has.
It was working before I added the PlayerPrefs class.
But after the addition, it will not display anything.
FYI, the PlayerPrefs class allows me to display numbers across multiple scenes in Unity.
I have posted my code below
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class squidCoin : MonoBehaviour {
public Text coinDisplay;
public int addMoneyAmmount;
public int squidCoins;
public float saveInterval;
public float paycheckTime;
// Use this for initialization
void Start () {
squidCoins = 50;
PlayerPrefs.SetInt("SquidCoins", squidCoins);
StartCoroutine(moneyADD());
StartCoroutine("SaveMoney");
}
public void squidCoinPayCheck(int squidCoinsToAdd){
squidCoins += squidCoinsToAdd;
}
public void Awake(){
PlayerPrefs.GetInt("SquidCoinsSaves");
}
public void minusSquidCoin(int squidCoinsToSubtract){
if(squidCoins - squidCoinsToSubtract < 0){
Debug.Log ("Oops Hes Broke");
squidCoins += addMoneyAmmount;
}
else{
squidCoins -= squidCoinsToSubtract;
}
}
IEnumerator moneyADD(){
yield return new WaitForSeconds(paycheckTime);
squidCoins += addMoneyAmmount;
}
IEnumerator SaveMoney (){
while (true)
{
yield return new WaitForSeconds(saveInterval);
PlayerPrefs.SetInt("SquidCoinSaves", squidCoins);
}
}
// Update is called once per frame
void Update () {
coinDisplay.text = "You Have: " + PlayerPrefs.GetInt("SquidCoinsSaves");
}
}
i looked at all of your code and it seems there is have many wrong details. I just fixed it and noted your wrongs with comment in front of the wrong parts
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class squidCoin : MonoBehaviour {
public Text coinDisplay;
public int addMoneyAmmount;
public int squidCoins;
public float saveInterval;
public float paycheckTime;
// Use this for initialization
void Start () {
squidCoins = 50;
PlayerPrefs.SetInt("SquidCoinsSaves", squidCoins); //your string name was wrong
StartCoroutine(moneyADD());
StartCoroutine("SaveMoney");
}
public void squidCoinPayCheck(int squidCoinsToAdd){
squidCoins += squidCoinsToAdd;
}
public void Awake(){
//PlayerPrefs.GetInt("SquidCoinsSaves"); //you can not get it like this, first you must equal this ti intiger type varible
}
public void minusSquidCoin(int squidCoinsToSubtract){
if(squidCoins - squidCoinsToSubtract < 0){
Debug.Log ("Oops Hes Broke");
squidCoins += addMoneyAmmount;
}
else{
squidCoins -= squidCoinsToSubtract;
}
}
IEnumerator moneyADD(){
yield return new WaitForSeconds(paycheckTime);
squidCoins += addMoneyAmmount;
}
IEnumerator SaveMoney (){
while (true)
{
yield return new WaitForSeconds(saveInterval);
PlayerPrefs.SetInt("SquidCoinsSaves", squidCoins); //string name was wrong
}
}
// Update is called once per frame
void Update () {
coinDisplay.text = "You Have: " + PlayerPrefs.GetInt("SquidCoinsSaves");
}
}

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