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Question by OvharkaAras · Apr 01 at 03:34 PM · variablesshop

How to deduct money from another script when buying in Unity?

Hello, I'm making a game on Unity 2020.3.30f1 for android. I made a store according to the tutorial from YouTube (script 2), now I don't know how to do something when buying, the money is taken away from the money variable that is in my script (script 1), but not from the shop script. And after the purchase, the money would be displayed on the screen (as in script 1). I'm new, but probably in script 2 I need to get the money variable through PlayerPrefs and update the moneyText? What should I do? Thanks in advance!

Script 1:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 using UnityEngine.SceneManagement;
 
 public class ShopAssist : MonoBehaviour
 {
     public int money;
     public Text moneyText;
     public bool isMulti = false;
 
     void Start()
     {
         money = PlayerPrefs.GetInt("Money");
     }
 
 
     void Update()
     {
         moneyText.text = money.ToString();
     }
 
     public void BuyMulti()
     {
         if (money >= 10 && isMulti == false)
         {
             isMulti = true;
             money -= 10;
             PlayerPrefs.SetInt("Money", money);
             PlayerPrefs.SetInt("isMulti", isMulti ? 1 : 0);
         }
     }
 
     public bool TryRemoveMoney(int moneyToRemove)
     {
         if (money >= moneyToRemove)
         {
             money -= moneyToRemove;
             return true;
         }
         else
         {
             return false;
         }
     }
 
 
     public void ExitShop()
     {
         SceneManager.LoadScene(0);
     }
 }



Script 2:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
 public class SelectCharacters : MonoBehaviour
 {
     SelectCharacters.Data data = new SelectCharacters.Data();
     private int i;
 
     public GameObject[] AllCharacters;
 
     public GameObject ArrowToLef;
     public GameObject ArrowToRight;
 
     public GameObject ButtonBuyCharacter;
     public GameObject ButtonSelectCharacter;
     public GameObject TextSelectCharacter;
 
     private string statusCheck;
     private int check;
 
     public Text TextPrice;
 
     [System.Serializable]
     public class Data
     {
         public string currentCharacter = "MainBall";
         public List<string> haveCharacters = new List<string> { "MainBall" };
         public int money;
     }
 
     private void Start()
     {
         if (PlayerPrefs.HasKey("SaveGame"))
         {
             data = JsonUtility.FromJson<SelectCharacters.Data>(PlayerPrefs.GetString("SaveGame"));
         }
         else
         {
             data.money = 20;
             PlayerPrefs.SetString("SaveGame", JsonUtility.ToJson(data));
         }
 
         AllCharacters[i].SetActive(true);
 
         if(data.currentCharacter == AllCharacters[i].name)
         {
             ButtonBuyCharacter.SetActive(false);
             ButtonSelectCharacter.SetActive(false);
             TextSelectCharacter.SetActive(true);
         }
         else if (data.currentCharacter != AllCharacters[i].name)
         {
             StartCoroutine(CheckHaveCharacter());
         }
 
 
         if (i > 0)
         {
             ArrowToLef.SetActive(true);
         }
 
         if(i == AllCharacters.Length)
         {
             ArrowToRight.SetActive(false);
         }
     }
 
     public IEnumerator CheckHaveCharacter()
     {
         while(statusCheck != "Check")
         {
             if(data.haveCharacters.Count != check)
             {
                 if(AllCharacters[i].name != data.haveCharacters[check])
                 {
                     check++;
                 }
                 else if (AllCharacters[i].name == data.haveCharacters[check])
                 {
                     TextSelectCharacter.SetActive(false);
                     ButtonBuyCharacter.SetActive(false);
                     ButtonSelectCharacter.SetActive(true);
                     check = 0;
                     statusCheck = "Check";
                 }
             }
             else if (data.haveCharacters.Count == check)
             {
                 ButtonSelectCharacter.SetActive(false);
                 TextSelectCharacter.SetActive(false);
                 ButtonBuyCharacter.SetActive(true);
                 TextPrice.text = AllCharacters[i].GetComponent<Item>().priceCharacter.ToString();
                 check = 0;
                 statusCheck = "Check";
             }
         }
         statusCheck = "";
 
         yield return null;
     }
 
     public void ArrowRight()
     {
         if(i < AllCharacters.Length)
         {
             if(i == 0)
             {
                 ArrowToLef.SetActive(true);
             }
 
             AllCharacters[i].SetActive(false);
             i++;
             AllCharacters[i].SetActive(true);
 
             if (data.currentCharacter == AllCharacters[i].name)
             {
                 ButtonBuyCharacter.SetActive(false);
                 ButtonSelectCharacter.SetActive(false);
                 TextSelectCharacter.SetActive(true);
             }
             else if (data.currentCharacter != AllCharacters[i].name)
             {
                 StartCoroutine(CheckHaveCharacter());
             }
 
             if (i + 1 == AllCharacters.Length)
             {
                 ArrowToRight.SetActive(false);
             }
         }
     }
 
     public void ArrowLeft()
     {
         if (i < AllCharacters.Length)
         {
             AllCharacters[i].SetActive(false);
             i--;
             AllCharacters[i].SetActive(true);
             ArrowToRight.SetActive(true);
 
             if (data.currentCharacter == AllCharacters[i].name)
             {
                 ButtonBuyCharacter.SetActive(false);
                 ButtonSelectCharacter.SetActive(false);
                 TextSelectCharacter.SetActive(true);
             }
             else if (data.currentCharacter != AllCharacters[i].name)
             {
                 StartCoroutine(CheckHaveCharacter());
             }
 
             if (i == 0)
             {
                 ArrowToLef.SetActive(false);
             }
         }
     }
 
     public void SelectCharacter()
     {
         data = JsonUtility.FromJson<SelectCharacters.Data>(PlayerPrefs.GetString("SaveGame"));
         data.currentCharacter = AllCharacters[i].name;
         PlayerPrefs.SetString("SaveGame", JsonUtility.ToJson(data));
         ButtonSelectCharacter.SetActive(false);
         TextSelectCharacter.SetActive(true);
     }
 
     public void BuyCharacter()
     {
         if(data.money >= AllCharacters[i].GetComponent<Item>().priceCharacter)
         {
             data = JsonUtility.FromJson<SelectCharacters.Data>(PlayerPrefs.GetString("SaveGame"));
 
             data.money = data.money - AllCharacters[i].GetComponent<Item>().priceCharacter;
             data.haveCharacters.Add(AllCharacters[i].name);
 
             PlayerPrefs.SetString("SaveGame", JsonUtility.ToJson(data));
 
             ButtonBuyCharacter.SetActive(false);
             ButtonSelectCharacter.SetActive(true);
             
         }
 
     }
 }


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