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Question by jamie2dog · Sep 05, 2017 at 03:54 PM · c#unity 2dunity5

How to set high score and have it displayed

I have a score in my game that increments at certain points! this is working fine but i want a saved high score and unsure how to implement playerprefs as i am still getting to grips with unity and c#! so far i have placed a ui text element in my canvas and this is called High Score: 0 i would like the 0 to hold and save the high score! the working score that increments at the moment is in the update method. i just really dont know how to add the player prefs and add it to the text element on the game screen! using unity 5.3.5

 public class Player : MonoBehaviour {
 
     public string currentColor;
 
     public float jumpForce = 10f;
 
     public Rigidbody2D circle;
     public SpriteRenderer sr;
 
     public Color blue;
     public Color yellow;
     public Color pink;
     public Color purple;
 
     public GameObject obsticle;
     public GameObject colorChanger;
 
     public static int score = 0;
     public Text scoreText;
 
     public static int highScore;
     public Text highScoreText;
 
 
     void Start () {
 
         setRandomColor ();
         circle.isKinematic = true;
 
     }
     
     // Update is called once per frame
     void Update () {
 
             if (Input.GetButtonDown ("Jump") || Input.GetMouseButtonDown (0)) 
             
             {
             circle.isKinematic = false;
                 circle.velocity = Vector2.up * jumpForce;
             }
         
         //scoreText.text = score.ToString ();
         scoreManager();
         hiScoreManager ();
     }
 
     public void scoreManager(){
         scoreText.text = score.ToString ();
     }
 
     public void SaveHighScore(){
         highScore = PlayerPrefs.GetInt ("HighScore");
         if (highScore < score) {
             highScore = score;
             PlayerPrefs.SetInt ("HighScore", highScore);
         }
     }
 
     public void hiScoreManager(){
         highScoreText.text = highScore.ToString ();
     }
 
 
     private void OnTriggerEnter2D(Collider2D collision)
     {
         if (collision.tag == "Scored") 
         {
             score++;
             Destroy (collision.gameObject);
             Instantiate (obsticle, new Vector2(transform.position.x,transform.position.y + 7f), transform.rotation);
             return;
         }
 
         if (collision.tag == "ColorChanger") 
         {
             setRandomColor ();
             Destroy (collision.gameObject);
             Instantiate(colorChanger, new Vector2(transform.position.x,transform.position.y + 7f), transform.rotation);
             return;
         }
 
         if (collision.tag != currentColor) {
             Debug.Log ("You Died");
             SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
             score = 0;
         }
 
         if (collision.tag == "Floor") 
         {
             SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
         }
     }
 
     void setRandomColor()
     {
         int rand = Random.Range (0, 4);
 
         switch (rand) 
         {
         case 0:
             currentColor = "Blue";
             sr.color = blue;
             break;
 
         case 1:
             currentColor = "Yellow";
             sr.color = yellow;
             break;
         
         case 2:
             currentColor = "Pink";
             sr.color = pink;
             break;
         
         case 3:
             currentColor = "Purple";
             sr.color = purple;
             break;
         }
     }
 }
 
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Answer by PersianKiller · Sep 05, 2017 at 04:20 PM

you should not check the value of score in your update :)

you just need a function to set the value of your score. every time that the player gets score this function should be called.

something like this

                 public void scoreManager(){
                   scoreText.text=score;

                           }

every time you get score call this function .dude I'm not good at English but i suppose you need a highScore function.

     public void SaveHighScore(){
              highScore=PlayerPrefs.GetInt ("HighScore");
                   if(highScore<Score){
                     highScore=Score;
                  PlayerPrefs.SetInt ("HighScore",highScore);
                          }

then create another function to put the value of highScore in some text.hope it helps .because it helped me :)

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avatar image jamie2dog · Sep 05, 2017 at 04:47 PM 0
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Hi and thank you for your reply! i will try that! how would i add this to the text ui element that is in the canvas! at the moment it stays at High Score: 0 very greatful for your help

avatar image PersianKiller jamie2dog · Sep 05, 2017 at 05:16 PM 0
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hi dude . you already did it ,I wonder why you asked this :D .

      scoreText.text = score.ToString ();

                 I think you just need a function to do it,you're checking score at update function.

you can create another text ui ,then put your highScore in that.

public Text t1;

 void Start(){
     t1 = GetComponent<Text> ();

int HighScore=PlayerPrefs.GetInt("HighScore"); }

 public void ShowHighScore(){
     t1.text = ""+HighScore;

 }

put it in the update function :) GOODLUC$$anonymous$$

avatar image jamie2dog PersianKiller · Sep 05, 2017 at 05:37 PM 0
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thank you very much you have gave me something to go on! i appreciate it :-)

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avatar image jamie2dog · Sep 05, 2017 at 05:09 PM 0
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also should i make highScore a public Text variable

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