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Question by Deanwell13 · May 13, 2014 at 01:17 PM · timerloadlevel

Countdown timer reaches, if score higher than 1 load next level??

Hi and thankyou for looking at my problem. I am very new to unity, followed a few tutorials but i am stumped with this problem. I am making a simple head the ball game, and i want the player to be able to move on to the next level if his score is higher than 1. i cannot work out how to add both of those into the script below. I have tinkered a little bit and now when i run the game it just goes straight to the menu scene, i think this is because of the timer command. If anyone could point out what i am doing wrong i would be very grateful.

Many thanks.

 var score3DText : TextMesh;
 private var score : int=0;
 var timer3DText : TextMesh;
 var timer : float = 10.0;
 
 function Update()
 {
     timer -= Time.deltaTime;
     timer3DText.text = "Time: " +timer.ToString();
     
     
     if(timer<=0)
     {
         timer = 0;
         if(score>=1);
         {
         Application.LoadLevel("level2");
         }
         }
         else
         {
         Application.LoadLevel("menu");
         }        
 }
 
 function Awake()
 {
     InvokeRepeating("UpdateScore", 0.05, 0.05);
 }
     
 function UpdateScore()
 {
     score += 0;
     score3DText.text = "Score: " + score.ToString();
 }
 function AddScoreForBonusArea()
 {
     score += 1;
 }
 
 function GameOver()
 {
     if(score > PlayerPrefs.GetInt("highScore"))
     {
         PlayerPrefs.SetInt("highScore", score);
     }
 
     Application.LoadLevel("menu");
 }
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Answer by Xitech_ · May 13, 2014 at 01:27 PM

I think because you save the score into

     function GameOver()
 {
     if(score > PlayerPrefs.GetInt("highScore"))
     {
        PlayerPrefs.SetInt("highScore", score);
     }
  
     Application.LoadLevel("menu");
 }

PlayerPrefs is probably bigger than the variable score. So it goes to the menu A reminder. PlayerPrefs saves your variable. Even when you exit and relaunch the game.

EDIT: You can remove the gameover function. Then it will work again. EDIT2: Read about PlayerPrefs here: https://docs.unity3d.com/Documentation/ScriptReference/PlayerPrefs.html

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avatar image Deanwell13 · May 13, 2014 at 02:25 PM 0
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Hi, thankyou for replying. Should this code work for when the timer reaches 0, and if the player has scored more than 1 goal, then level2 will be loaded? At the moment as soon as the game starts it just reverts back to the menu screen.

I have taken out the GameOver function as you previously suggested.

 function Update()
 {
     timer -= Time.deltaTime;
     timer3DText.text = "Time: " +timer.ToString();
  
  
     if(timer<=0)
     {
        timer = 0;
        if(score>=1);
        {
        Application.LoadLevel("level2");
        }
        }
        else
        {
        Application.LoadLevel("menu");
        }     
 }
avatar image Xitech_ · May 14, 2014 at 08:12 AM 0
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Yes. But you should remove timer = 0; Now you do: If times <0.. Timer = 0.. It makes no sense. Does it work correctly now?

avatar image Deanwell13 · May 15, 2014 at 12:51 PM 0
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yes i have it working perfect now, thankyou for all your help!

avatar image Xitech_ · May 15, 2014 at 06:52 PM 0
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You are welcome. Goodluck with your project

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Answer by Kiwasi · May 15, 2014 at 07:35 PM

Problem with the Update() over code is the extra curly bracket on line 18. Delete that and it will function perfectly.

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