Question by
mcarvalho4467 · Oct 29, 2017 at 08:41 PM ·
2d gamescene-switchingscore system
how to move score system through scenes with SceneManager.MoveGameObjectToScene
i'm making a 2d game that contains na extra scene. i want to move my score system to the extra scene along with my player (he's is not going to the scene, there is a new one there), but i want to keep the points. does anyone know how to do that? here is my score system script:
public Text score;
public Text highScore;
public Text finalScore;
public float scoreCount;
public float highScoreCount;
public float finalCount;
public float pointsPerSecond;
public bool scoreIncreasing;
public Text eyeCount;
public float EyeCount;
private PauseController pause;
void Start ()
{
pause = FindObjectOfType<PauseController> ();
SeteyeCount ();
EyeCount = 0;
if (PlayerPrefs.HasKey ("High Score"))
{
highScoreCount = PlayerPrefs.GetFloat ("High Score");
}
}
void Update ()
{
if (pause.paused)
{
return;
}
if (scoreCount + EyeCount > highScoreCount)
{
highScoreCount = scoreCount + EyeCount;
PlayerPrefs.SetFloat ("High Score",highScoreCount);
}
if (scoreIncreasing == true)
{
scoreCount += pointsPerSecond * Time.deltaTime;
Time.timeScale = 1;
}
score.text = "Score: " + Mathf.Round (scoreCount);
highScore.text = "High Score: " + Mathf.Round (highScoreCount);
finalScore.text = "Final Score: " + Mathf.Round (scoreCount + EyeCount);
}
public void SeteyeCount ()
{
eyeCount.text = "Eyes: " + EyeCount.ToString ();
}
here is my script that loads the extra scene:
public Text CountDownText;
public Text displayCountDown;
private float CountDown = 5;
void Update ()
{
if (CountDown > 0)
{
CountDown -= Time.deltaTime;
CountDownText.text = "Time: " + CountDownText.ToString();
displayCountDown.text = CountDown.ToString ("F0");
}
if (CountDown <= 0)
{
SceneManager.LoadScene ("Extra 1");
this.enabled = false;
}
}
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