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Question by jamesorion44 · Nov 01, 2020 at 01:12 PM · 2dscripting problemadvertising

How to deactivate a UI button temporarily

I'm making a game where you are trying to get a high score. The first time you die, you have an option to watch an ad and then restart the game with the score that you died with. But I don't want people spamming this button and getting endless scores so I want to be able to deactivate it once someone has used it once. I have this script below to control a lot of things but the parts I need help with are the very last function and the if statement in the update function. Thanks.

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

using UnityEngine.UI;

using TMPro;

using UnityEngine.Advertisements;

using UnityEngine.SceneManagement;

public class ScoreCounter : MonoBehaviour {

 public float score;
 public float continueButton;
 public Button advertisingButton;
 public TextMeshProUGUI scoreText;
 public TextMeshProUGUI highScoreText;
 public float highScore;
 public TextMeshProUGUI isHighScore;
 string gameId = "3885078";
 bool testMode = true;

 private void Awake()
 {
     if (PlayerPrefs.HasKey("HighScore"))
     {
         highScore = PlayerPrefs.GetFloat("HighScore");
         highScoreText.text = highScore.ToString();
     }

     if (PlayerPrefs.HasKey("Score"))
     {
         score = PlayerPrefs.GetFloat("Score");
         PlayerPrefs.DeleteKey("Score");
     }
 }

 void Start()
 {
     continueButton = 0f;
     StartCoroutine("Repeater");
     Advertisement.Initialize(gameId, testMode);
 }

 void Update()
 {
     scoreText.text = score.ToString();
     highScoreText.text = highScore.ToString();
     HighScore();

     if (continueButton == 1f)
     {
         advertisingButton.gameObject.SetActive(false);
         continueButton = 0f; 
     }
 }
 IEnumerator Repeater()
 {
     yield return new WaitForSeconds(1.2f);
     InvokeRepeating("Counter", .32f, .32f);
 }

 void Counter()
 {
     score += 1f;
 }

 void HighScore()
 {
     if (score > highScore)
     {
         highScore = score;
         PlayerPrefs.SetFloat("HighScore", highScore);
         isHighScore.SetText("New High Score!");
     }

     if (score < highScore)
     {
         isHighScore.SetText("Current High Score");
     }
 }

 public void Continue()
 {

     if (Advertisement.IsReady("rewardedVideo"))
     {
         Advertisement.Show("rewardedVideo");
         Time.timeScale = 1;
         PlayerPrefs.SetFloat("Score", score);
         SceneManager.LoadScene("Game");
     }
 }

 public void ContinueButton()
 {
     continueButton += 1f;
 }

}

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Answer by Hellium · Nov 01, 2020 at 02:29 PM

 using System.Collections;    
 using System.Collections.Generic;    
 using UnityEngine;    
 using UnityEngine.UI;    
 using TMPro;    
 using UnityEngine.Advertisements;    
 using UnityEngine.SceneManagement;
 
 public class ScoreCounter : MonoBehaviour
 {    
     public float score;
     public Button advertisingButton;
     public TextMeshProUGUI scoreText;
     public TextMeshProUGUI highScoreText;
     public float highScore;
     public TextMeshProUGUI isHighScore;
     string gameId = "3885078";
     bool testMode = true;
 
     private void Awake()
     {
         if (PlayerPrefs.HasKey("HighScore"))
         {
             highScore = PlayerPrefs.GetFloat("HighScore");
             highScoreText.text = highScore.ToString();
         }
 
         if (PlayerPrefs.HasKey("Score"))
         {
             advertisingButton.gameObject.SetActive(false); // Continue button has been used, disable it
             score = PlayerPrefs.GetFloat("Score");
             PlayerPrefs.DeleteKey("Score");
         }
     }
 
     void Start()
     {
         StartCoroutine("Repeater");
         Advertisement.Initialize(gameId, testMode);
     }
 
     void Update()
     {
         scoreText.text = score.ToString();
         highScoreText.text = highScore.ToString();
         HighScore();
     }
     IEnumerator Repeater()
     {
         yield return new WaitForSeconds(1.2f);
         InvokeRepeating("Counter", .32f, .32f);
     }
 
     void Counter()
     {
         score += 1f;
     }
 
     void HighScore()
     {
         if (score > highScore)
         {
             highScore = score;
             PlayerPrefs.SetFloat("HighScore", highScore);
             isHighScore.SetText("New High Score!");
         }
 
         if (score < highScore)
         {
             isHighScore.SetText("Current High Score");
         }
     }
 
     public void Continue()
     {
 
         if (Advertisement.IsReady("rewardedVideo"))
         {
             Advertisement.Show("rewardedVideo");
             Time.timeScale = 1;
             PlayerPrefs.SetFloat("Score", score);
             SceneManager.LoadScene("Game");
         }
     }
 }

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avatar image jamesorion44 · Nov 01, 2020 at 03:05 PM 0
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@Hellium Thanks again. ($$anonymous$$aybe I should have you make my game for me)

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