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Question by Harim321 · Dec 07, 2018 at 06:21 AM · c#countspawner

gameobjects don't add to count when destroyed

In my game, the enemies have to get to the 'trigger' and if they get there the count will go up by 1 but when they get destroyed the count doesn't go up at all. I don't know what's happening and I'm not familiar with coding so please help

script for enemies

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class CubeControl : MonoBehaviour {

public Transform target; public float speed; private int current;

public int count; public Text countText; public Text losetext; public Rigidbody rb;

 // Use this for initialization
 void Start()
 {
     rb = GetComponent<Rigidbody>();
 }
   
 // Update is called once per frame
 void Update()
 {
     // The step size is equal to speed times frame time.
     float step = speed * Time.deltaTime;

     // Move our position a step closer to the target.
     transform.position = Vector3.MoveTowards(transform.position, target.position, step);
 }
    

}

script for trigger

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
 public class trigger : MonoBehaviour {
 
     public int count;
     public Text countText;
     public Text losetext;
 
     // Use this for initialization
     void Start ()
     {
         count = 0;
         SetCountText();
         losetext.text = "";
     }
     void OnTriggerEnter(Collider other)
     {
         if (other.GetComponent<Collider>().tag == "enemy")
         {
             Destroy(other.gameObject);
             count = count + 1;
             SetCountText();
         }
     }
 
     void SetCountText()
     {
         countText.text = "Count: " + count.ToString();
         if (count >= 10)
         {
             losetext.text = "Game Over!";
         }
 
     }
 }

script for spawner

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEditor;
 
 public class spawner : MonoBehaviour
 {
     public GameObject objectToSpawn;
     public GameObject newobject;
 
     // Use this for initialization
     void Start()
     {
         InvokeRepeating("SpawnObject", 1f, 1f);
     }
 
     // Update is called once per frame
     void SpawnObject()
     {
         float randomX = Random.Range(387, 120);
         Vector3 randomLocation = new Vector3(randomX, 3, 455);
         newobject = Instantiate(objectToSpawn, randomLocation, transform.rotation);
     }
 
 }
 


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avatar image Vega4Life · Dec 07, 2018 at 09:59 AM 0
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I don't see any reason why this wouldn't update the count in the Trigger Class - which I am assu$$anonymous$$g is your intentions.


Also, you should change your if statement to this:

         if (other.CompareTag("enemy"))
 

No reason to grab the collider for the tag. Your object already has it.

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Answer by dan_wipf · Dec 07, 2018 at 07:16 AM

well you destroy the gameobject befor the counter. so the if statement(collider.tag == enemy) will turn false as soon as the gameobject is destoyed, and further code is not reachable. set the destroy gameobject after SetCountText(); and it should work

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avatar image Vega4Life · Dec 07, 2018 at 09:54 AM 0
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This is not true. Once the if statement is evaluated, you are in a code block... it doesn't come back out and get reevaluated because the if statement object was destroyed.

avatar image Bunny83 · Dec 07, 2018 at 11:30 AM 0
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Actually he doesn't destroy this gameobject but the "other". However a possible issue is that he has seperate "count" and those "Text" references in his "CubeControl" class and in his "trigger" class. Those do not belong to each other. Those are two seperate count variables. However he doesn't seem to use the one inside CubeControl if this is the whole script.

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Answer by $$anonymous$$ · Dec 07, 2018 at 10:06 AM

why not use events, you need this.

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