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Re-setting the score after respawning in the same scene?
This is my respawn script.
var playerPrefab: GameObject; // drag the player prefab here
function RespawnPlayer() {
Instantiate(playerPrefab, transform.position, transform.rotation);
}
This is my score script. I call Add Points from a script on the player gameObject.
var r : float = 1;
var g : float = 0;
var b : float = 0;
var a : float = 1;
static var Score : int = 0;
function Start() {
Score+=100;
guiText.text = "Score: "+Score;
// Change the material to display green text.
var color : Color = Color (r, g, b, a);
guiText.material.color = color;
}
function AddPoints() {
Score+=100;
guiText.text = "Score: "+Score;
}
function Awake() {
Score = 0;
}
This script adds 100 points every time the player hits a trigger gameObject and the player respawns when he doesn't hit the trigger gameObject. My question is how do I re-set the score after the player respawns? I tried making the GUIText(w/ the above script attached) a child of my player(who respawns) but this didn't work. The Awake() function seems to only work on scene reloads but I'm not reloading a scene I'm just respawning at earlier point in the game and I want the score to reflect that point in time. Any suggestions? Thanx
PS I have no idea why this doesn't format correctly. I pressed the "101 010" button. Sorry about that.
Answer by Dreeka · Jul 28, 2011 at 12:14 PM
Put the Score = 0 to the respawn sentence, like this:
function RespawnPlayer()
{
Instantiate(playerPrefab, transform.position, transform.rotation);
playerPrefab.scriptName.Score = 0;
}
This is not working. I'm gettinging compile errors. I tried this, but its not working either. var playerPrefab: GameObject; // drag the player prefab here
function RespawnPlayer(){ Instantiate(playerPrefab, transform.position, transform.rotation); gameObject.Find("GUISideScore").Send$$anonymous$$essage("Awake"); Score = 0;
} If you have any other suggestions I'd appreciate it. thanx
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