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Question by importguru88 · Jun 10, 2016 at 07:23 PM · c#singletondesignpattern

Can I do two Singleton Pattern Design scripts in my scene Unity C#

I want to know is it possible to have two singleton pattern design scripts . I tried to fix the problem by making making functions public . The script I have is not access the MyclockScript . I got one error and its saying Game.cs(6,9): error CS0246: The type or namespace name `myclock' could not be found. Are you missing a using directive or an assembly reference? I don;t know what to do at this point

using UnityEngine; using System.Collections; using UnityEngine.SceneManagement; public class Game : MonoBehaviour {

private myclock MyClockScript; void Start () { myClock = GetComponent(); }

 // Update is called once per frame
 void Update () {
  if (myClock.m_leftTime <= 0 || GameManagerSingleton.instance.score > 50)
        {
            SceneManager.LoadScene("I");
        }
 }

}

using UnityEngine; using System.Collections; using UnityEngine.UI; public class MyClock : MonoBehaviour { public int Minutes = 0; public int Seconds = 0;

   private Text    m_text;
   public float   m_leftTime;
  
   private void Awake()
   {
       m_text = GetComponent<Text>();
       m_leftTime = GetInitialTime();
   }
  
   public void Update()
   {
       if (m_leftTime > 0f)
       {
           //  Update countdown clock
           m_leftTime -= Time.deltaTime;
           Minutes = GetLeftMinutes();
           Seconds = GetLeftSeconds();
  
           //  Show current clock
           if (m_leftTime > 0f)
           {
               m_text.text = "Time : " + Minutes + ":" + Seconds.ToString("00");
           }
           else
           {
               //  The countdown clock has finished
               m_text.text = "Time : 0:00";
           }
       }
   }
  
   private float GetInitialTime()
   {
       return Minutes * 60f + Seconds;
   }
  
   private int GetLeftMinutes()
   {
       return Mathf.FloorToInt(m_leftTime / 60f);
   }
  
   private int GetLeftSeconds()
   {
       return Mathf.FloorToInt(m_leftTime % 60f);
   }

}

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Answer by btmedia14 · Jun 10, 2016 at 08:20 PM

A couple of things:

In the first Game class, member variable should be private MyClock myclock; since the name of the second referenced class is MyClock.

If indeed you want the class named MyClockScript, then the member in Game class should be private MyClockScript myclock; and rename the second class to MyClockScript.

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avatar image importguru88 · Jun 10, 2016 at 08:29 PM 0
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I got another error. When I change the $$anonymous$$yClockScript myclock

error CS0176: Static member `Game$$anonymous$$anagerSingleton.score' cannot be accessed with an instance reference, qualify it with a type name ins$$anonymous$$d

using UnityEngine; using System.Collections; using UnityEngine.UI;

public class Game$$anonymous$$anagerSingleton : $$anonymous$$onoBehaviour { public static Game$$anonymous$$anagerSingleton instance = null;

  public static int score;
  


  private Text text;
  
  void Awake()
  {
      text = GetComponent <Text> ();
      score = 0;
      if (instance != null && instance != this)
          Destroy(gameObject);    // Ensures that there aren't multiple Singletons
 
      instance = this;
  }
  
  void Update()
  {
     text.text = "Score: " + score;
      Debug.Log("Score: " + score);
  }
avatar image importguru88 · Jun 10, 2016 at 08:31 PM 0
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It's talking about this script :using UnityEngine; using System.Collections; using UnityEngine.Scene$$anonymous$$anagement; public class Game : $$anonymous$$onoBehaviour {

private $$anonymous$$yClockScript myClock; void Start () { myClock = GetComponent<$$anonymous$$yClockScript>(); }

 // Update is called once per frame
 void Update () {
  if (myClock.m_leftTime <= 0 || Game$$anonymous$$anagerSingleton.instance.score > 50)
        {
            Scene$$anonymous$$anager.LoadScene("I");
        }
 }

}

avatar image btmedia14 importguru88 · Jun 11, 2016 at 12:19 AM 0
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Since the variable public static int score; is static, it is accessed using the class name directly: replace Game$$anonymous$$anagerSingleton.instance.score with Game$$anonymous$$anagerSingleton.score

Typically singletons contain private constructors with get accessor method to return the one singleton instance.

avatar image Mmmpies · Jun 11, 2016 at 08:32 AM 0
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