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Highscoring and changing scripts (Java/UnityScript)
I have a score system that records score in the game, but i would like to use playerprefs to check the current score and if higher that previous highscore, set the guitext to a new highscore
scoring.js
#pragma strict
var Counter : int = 0;
function addscore () {
Counter+= 1;
guiText.text = "score:"+Counter;
}
function Update () {
Debug.Log("updated Guitext.text");
guiText.text = "Score:"+Counter;
}
function endlevel (){
guiText.text = "0";
Counter = 0;
}
highscore.js
#pragma strict
var High : int;
function Start () {
guiText.text = ""+High;
}
thanks for any help
Answer by Landern · Nov 26, 2014 at 12:51 AM
Well, update is called once a frame, if you're using Update and your addscore function, i would ditch the guiText.text change in addscore, such a waste of time as it will be picked up on the next frame Update function call.
#pragma strict
var Counter : int = 0;
function addscore () {
Counter += 1;
}
function Update () {
Debug.Log("updated Guitext.text");
guiText.text = "Score:" + Counter.ToString();
}
function endlevel (){
var oldHighscore : int = PlayerPrefs.GetInt("Highscore", 0); // second parameter is for default value if not found in player prefs.
if (Counter > oldHighscore) {
PlayerPrefs.SetInt("Highscore", Counter); // if the current score(counter) is greater than the old highscore, then you have beaten it.
PlayerPrefs.Save(); // After setting, save/commit the new value(s).
}
guiText.text = "Score:0";
Counter = 0;
}
if you want to pull it in the other script:
#pragma strict
var High : int;
function Start () {
High = PlayerPrefs.GetInt("Highscore", 0); // again, second parameter is default if not found yet.
guiText.text = "Highscore:" + High.ToString();
}
for some reason the highscore script isn't loading the new score
could it be the fact that it changes scenes and then comes back?
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