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Question by Doctor_Fork · Jul 02, 2021 at 05:52 PM · scorecoroutinesscore system

Object falling over triggers way too many times

So I have a set of code that when a bowling pin falls over, it's supposed to make the score go up by 1 for my bowling game. However, it doesn't do it by 1, but somewhere between 110 and 130. Here's the code:

 public class PinFall : MonoBehaviour
 {
     public bool isgrounded = true;
     public ParticleSystem ExplosionNoDelay;
     void Start()
     {
         ExplosionNoDelay.Play();
     }
     void Update()
     {
         if (isgrounded == false)
         {
             
             StartCoroutine(ExecuteAfterTime(2));
         }
     }
     
     void OnCollisionEnter(Collision theCollision)
     {
         if (theCollision.gameObject.name == "floor")
         {
             isgrounded = true;
         }
     }
     void OnCollisionExit(Collision theCollision)
     {
         if (theCollision.gameObject.name == "floor")
         {
             isgrounded = false;
         }
     }
     IEnumerator ExecuteAfterTime(float time)
     {
         yield return new WaitForSeconds(time);
 
         ExplosionNoDelay.Play();
         Destroy(gameObject, 0.3f);
         ScoreScript.scoreValue += 1;
 
         StopCoroutine(ExecuteAfterTime(2));
 
     }
 }

How would I make it so the score only goes up by 1 each time? (this goes on the pin itself so it repeats for each pin)

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