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Question by goldenking95 · Mar 28, 2016 at 01:07 AM · destroyvariableupdatepublic

Can't update a public Variable in another script..

Hey guys, I'm stuck at something that in my opinion should work. But hey, would't life be too easy that way.

I want to update a variable when a character dies, and display this on screen. I currently have this in my EnemiesKilled script:

 using UnityEngine;
 using UnityEngine.UI;
 
 public class EnemiesKilled : MonoBehaviour
 {
     public Text text;
     public int KilledEnemies = 0;
 
     // Use this for initialization
     void Start()
     {
         text = text.GetComponent<Text>();
     }
 
     // Update is called once per frame
     void Update()
     {
         text.text = "Killed: " + KilledEnemies;
         if (KilledEnemies > 50)
         {
             Time.timeScale = 0f;
             //insert enemy killed penalty
         }
     }
 
 }
 

And I have this in my other script:

 public class EnemyScript : MonoBehaviour
 {
     public int EnemyHealth = 10;
     public EnemiesKilled enemiesKilled;
 
     void DeductPoints(int DamageAmount)
     {
         EnemyHealth -= DamageAmount;
     }
 
     void Start()
     {
         enemiesKilled = enemiesKilled.GetComponent<EnemiesKilled>();
     }
 
     void Update()
     {
 
         if (EnemyHealth <= 0)
         {
             enemiesKilled.KilledEnemies++;
             Destroy(gameObject);
         }
     }
 }

Can anyone tell me what is wrong with my code. In advance thanks! Also other tips would be really helpfull! My enemies won't destroy anymore because of this part enemiesKilled.KilledEnemies++;

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Answer by Addie · Mar 28, 2016 at 04:56 AM

@goldenking95 use FindObjectOfType to get the enemies killed script

 using UnityEngine;
 using UnityEngine.UI;
 using System.Collections;
 
 public class EnemiesKilled : MonoBehaviour
 {
     public Text text;
     public int killedEnemies;
 
     void Start ()
     {
         text = GetComponent<Text>();
     }
     
     void Update ()
     {
         if(killedEnemies > 50)
         {
             Time.timeScale = 0f;
         }
     }
 }


 using UnityEngine;
 using System.Collections;
 
 public class EnemyScript : MonoBehaviour
 {
     public int enemyHealth = 10;
     public EnemiesKilled enemiesKilled;
 
     void Start ()
     {
         enemiesKilled = FindObjectOfType<EnemiesKilled>();
     }
 
     public void DeductHealth(int damage)
     {
         enemyHealth -= damage;
     }
 
     void Update ()
     {
         if(enemyHealth <= 0)
         {
             enemiesKilled.killedEnemies += 1;
             Destroy(gameObject);
         }
     }
 }
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avatar image goldenking95 · Mar 28, 2016 at 11:14 AM 0
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Thanks man! That seemed to be the fix!

avatar image Addie goldenking95 · Mar 28, 2016 at 11:46 AM 0
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no problem

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