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Question by VMehrotra · May 05, 2017 at 01:37 PM · javascriptnewbiecounter

How To Make A Kill Counter

So first of all I want to say that I actually suck and dont know any of the basics of coding or unity and this is for school (no time to research basics) and I was wodnering if you guys could give me a step by step break it down in the least technical language

So I have a game that has a bunch of cubes that come from a spawn point and they blow up at a certain proximity and I wanted to make a counter that showed how many cubes exploded. the cubes also run away from you.

Here is the code:

 #pragma strict
  
 var theplayer : GameObject;
 var speed : float;
 var range : int;
 var explosion : GameObject;  
  
 function Start () {
 }
  
 function Update () {
  
     range=Vector3.Distance(theplayer.transform.position,transform.position);
  
     if(range<40){
         transform.LookAt(theplayer.transform.position);
     }
     if(range<30 && range>10){
         transform.Translate(Vector3.forward*speed);
     }
     if(range<12){
         transform.Translate(-Vector3.forward*speed);
     }
     if(range<5){
         Instantiate(explosion,transform.position,transform.rotation);
  
         Destroy(gameObject);
     }
 }
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avatar image Tasarran · May 05, 2017 at 01:58 PM 0
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You need to also tell us what is wrong... ;)

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Answer by ronaldovelo · May 05, 2017 at 03:59 PM

Create a GameObject called Counter, and script like this also called Counter

 var counter = 0;
 
 function Start () {
     
 }
 
 function Update () {
     
 }
 
 //I think you could delete Start() and Update() methods

and in your script add this line, just before "Destroy(gameObject);",

 #pragma strict
   
  var theplayer : GameObject;
  var speed : float;
  var range : int;
  var explosion : GameObject;  
   
  function Start () {
  }
   
  function Update () {
   
      range=Vector3.Distance(theplayer.transform.position,transform.position);
   
      if(range<40){
          transform.LookAt(theplayer.transform.position);
      }
      if(range<30 && range>10){
          transform.Translate(Vector3.forward*speed);
      }
      if(range<12){
          transform.Translate(-Vector3.forward*speed);
      }
      if(range<5){
          Instantiate(explosion,transform.position,transform.rotation);
          var go = GameObject.Find("Counter").GetComponent(Counter).counter++; 
          Destroy(gameObject);
      }
  }


I think this is it, test it and feedback

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