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Question by Cronoss95 · Aug 24, 2020 at 10:59 AM · uibuttonupgradegun script

Upgrade Weapon Stats on Different Script

Hello! Okay, I dont know how to ask, so Ill just explain;

I want to be able to upgrade my player gun with a simple button press on an UI canvas. I already have the button, and the menu, but here is the thing:

My gun works with two different scripts. The first script is attached to the gun and spawns the bullet prefab, if enough ammo is there (thanks to a fellow unity-user Hellium for helping out! :))

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Gun : MonoBehaviour
 {
     public Transform firePoint;
     public GameObject bulletPrefab;
     public GameObject magazineDrop;
     public Transform magazinePoint;
     public GameObject Muzzle;
 
     //Destroy Munitionsdump
     private Queue<GameObject> droppedMagazines = new Queue<GameObject>();
     
 
     //Munitionsangaben
     [SerializeField]
     private GameObject[] ammo;
 
     private int ammoAmount;
 
 
 
      void Start()
      {
         ammoAmount = 0;
 
         
         
 
      }
  
 
     private void Update()
     {
         if (Input.GetMouseButtonDown(0) && ammoAmount > 0)
         {
             Shoot();
             ammoAmount -= 1;
             ammo[ammoAmount].gameObject.SetActive(false);
         }
 
         if (Input.GetKeyDown(KeyCode.R))
         {
             droppedMagazines.Enqueue(Instantiate(magazineDrop, magazinePoint.position, firePoint.rotation));
 
             if (droppedMagazines.Count > 5)
                 Destroy(droppedMagazines.Dequeue());
 
             ammoAmount = 6;
             for (int i = 0; i <= 5; i++)
             {
                 ammo[i].gameObject.SetActive(true);
 
             }
 
 
 
 
 
 
         }
     }
     
 
 
 
     void Shoot()
     {
         
         gameObject.GetComponent<Animator>().SetTrigger("Muzzle");
         Instantiate(bulletPrefab, firePoint.position, firePoint.rotation);
         
     }
 
 
 
 }
 

Then, the second script is on the bullet prefab. It handles a public int for the damage as well the hit detection:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Bullets : MonoBehaviour
 {
     public float speed = 99f; //Wie schnell ist die Kugel?
     public int damage = 30;
     public Rigidbody2D rb;
     
 
     private void Start()
     {
         rb.velocity = transform.right * speed;
     }
 
     void OnTriggerEnter2D(Collider2D hitInfo)
     {
         Debug.Log(hitInfo.name);
         Enemy enemy = hitInfo.GetComponent<Enemy>();
         Destroyed todestroy = hitInfo.GetComponent<Destroyed>();
         if (enemy != null)
         {
             enemy.TakeDamage(damage);
             
         }
         if (todestroy != null)
         {
             todestroy.TakeDamage(damage);
         }
 
         Destroy(gameObject);
 
     }
 }
 

I tried instanciating, but brackeys tut didnt work for me, since I got some scripts from my university and I cant change them (bullet, gun etc. was done by me, so I kinda understand what these do). There is also already a collectable-system in place, but i cant change that.

Basically, I want to be able to collect 6 coins, open up the menu and press the button and the damage output (the int I guess) will be higher, and 6 coins will be gone.

Can someone point me in the direction or help me out a bit more? I work on the UpgradeMenu for 2 days now and I dont get it. And its not helping that I cant acces certain scripts, so maybe, even if its not performance or logistic-wise good, a completely new script that handles this?

Thanks in advance! :)

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