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Question by Kakkapylly · Jul 22, 2019 at 10:16 AM · c#xp

Xp not working

In my game when you kill an enemy it spawn "xp ball" that you can take and get xp. But allways when i take the "xpball" it sets xp to 0.3 when it should add 0.3 when player is lvl 0. Im pretty noob at coding and i think is should be right when i wrote xp += 0.3. Here is the code:

 public class Exp : MonoBehaviour
 {
     public GameObject XpBar;
     float xp = 0;
     int level = 0;
     public Text Lvl;
     void Start()
     {
         xp = 0;
     }
 
     // Update is called once per frame
     void Update()
     {
         
         Lvl.text = (level.ToString());
         print(xp);
         if (xp > 1)
         {
             xp = 0;
             level += 1;
             
         }
         
     }
     void OnTriggerEnter2D(Collider2D other)
     {
         if (other.tag == "Player")
         {
             if (level == 0)
             {
                 xp += 0.3f;
                 XpBar.transform.localScale = new Vector3(xp, 1, 1);
                 print(xp);
                 Destroy(gameObject);
             }
             if (level == 1)
             {
                 xp += 0.2f;
                 XpBar.transform.localScale = new Vector3(xp, 1, 1);
                 print(xp);
                 Destroy(gameObject);
             }
             if (level == 2)
             {
                 xp += 0.05f;
                 XpBar.transform.localScale = new Vector3(xp, 1, 1);
                 Destroy(gameObject);
             }
             if (level == 3)
             {
                 xp += 0.01f;
                 XpBar.transform.localScale = new Vector3(xp, 1, 1);
                 Destroy(gameObject);
             }
             if (level == 4)
             {
                 xp += 0.005f;
                 XpBar.transform.localScale = new Vector3(xp, 1, 1);
                 Destroy(gameObject);
             }
 
         }
     }
 
     
 }

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avatar image CCnockaert · Jul 22, 2019 at 10:59 AM 0
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If I understand well, the component is on the Player, right ? If it's the case there is something wrong with your code.

xp += 0.3f; is equal to xp = xp + 0.3f; so the problem don't come from here.

OnTriggerEnter2D is called when a gameObject collides with an other collider. So in your case if your component Exp is attached to your player, the parameter Collider2D other will be your xpBall.

EDIT :

 void OnTriggerEnter2D(Collider2D other)
     {
         if (other.tag == "Xp") // <--- other is the xpBall collider
         {
             IncreaseXP();
             $$anonymous$$anageCurrentXP();
         }
     }
 
     void IncreaseXP()
     {
         if(level == 0)
         {
             XpBar.transform.localScale = new Vector3(xp, 1, 1);
             print(xp);
             Destroy(other.gameObject); //<-- destroy the xp ball
         }
 
         if(level == 1)
         {
             // ...
         }
 
         // ...
     }
 
     void $$anonymous$$anageCurrentXP()
     {
         Lvl.text = level.ToString();
         print(xp);
         if (xp > 1)
         {
             xp = 0;
             level += 1;
         }
     }

  

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Best Answer

Answer by Hellium · Jul 22, 2019 at 11:13 AM

According to your code, the component is attached on the balls, and that's clearly the problem. It should be attached to the Player.


I've reworked a little bit the script to handle this new setup and made it clearer (and more performant)

 public class PlayerExperience : MonoBehaviour
 {
     public GameObject ExperienceBar;
     public Text LevelText;
     public float[] ExperiencePerLevel = new float[]
     {
         0.300f,
         0.200f,
         0.050f,
         0.010f,
         0.005f
     }
 
     private float experience = 0;
     private int level = 0;
 
     public float Experience
     {
         get
         {
             return experience;
         }
         private set
         {
             experience = value ;
             ExperienceBar.transform.localScale = new Vector3(experience, 1, 1);
             if(experience > 1)
             {
                 Level += (int) experience;
                 experience = 0;
             }
         }
     }
 
     public int Level
     {
         get
         {
             return level;
         }
         private set
         {
             level = value ;
             LevelText.text = level.ToString();
         }
     }
 
     void Start()
     {
         Experience = 0;
     }
 
     void OnTriggerEnter2D(Collider2D other)
     {
         // Tag the XP balls as follow `XPBall`
         if (other.CompareTag("XPBall"))
         {
             Experience += ExperiencePerLevel[Level] ;
             Destroy(other.gameObject);
         }
     }
 }
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avatar image Kakkapylly · Jul 22, 2019 at 11:31 AM 0
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It works! Thanks

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