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Question by convictcartel · Oct 13, 2014 at 10:04 AM · c#guiaddmoneycurrency

Help with GUI Currency

Hello I have the GUI all ready done but all I need is when I run into a ONTRIGGERENTER script, my Bottlecaps will add one to the GUI Label! ALSO I have my ontriggerenter as a javascript file haha so any help would be appreciated!

 protected float m_BottleCaps = 0.0f;
 
 //STRING?
 string BottleCaps
     {
         
         get
         {
             return ((int)m_BottleCaps).ToString();
         }
         
     }
 
 //GUI PART
 // display a simple 'Money' HUD
         DrawLabel("", new Vector2(Screen.width - 130, Screen.height - 710), new Vector2(80 + m_HealthWidth, 52), AmmoStyle, Color.white, m_TranspBlack, null);    // background
         if (MoneyIcon != null)
             DrawLabel("", new Vector2(Screen.width - 40, Screen.height - 700), new Vector2(32, 32), AmmoStyle, Color.white, HealthColor, MoneyIcon);            // icon
         DrawLabel(BottleCaps, new Vector2(Screen.width - 210, Screen.height - 713), new Vector2(110, 60), HealthStyle, HealthColor, Color.clear, null);    // value
         DrawLabel("Caps", new Vector2(Screen.width - 88, Screen.height - 695), new Vector2(110, 60), AmmoStyleSmall, HealthColor, Color.clear, null);    // percentage mark
         GUI.color = Color.white;
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Answer by BadAssGames · Oct 13, 2014 at 12:09 PM

I'm not sure why you're converting your bottlecaps to string. Nevertheless, in your collision script something like:

 void OnCollision(Collision other)
 {
     if(other.tag == "Player")
     {//I have no idea what your scripts are named or how your scene is set up, but something like this
        GUIManager guiManager = GameObject.FindWithTag("GUIManager").GetComponent<GUIManager>();
        
        guiManager.AddBottleCaps(1);
 
     }
 
 }

If you don't have an AddBottleCaps function, you will need to make your m_Bottlecaps variable unprotected and public.

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