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Question by ImmanuelUchennaBest · Feb 16, 2019 at 06:58 PM · c#collisioncollidertriggeractivate

How to enter trigger a certain amount of times before executing code?

I making a score system and I'm trying to make it so that every time the player hits the ball the score goes up. The max score is 4. I'm doing this by deactivating the number and activating the next number. The problem is that when the player hits the ball the score automatically goes to 4. I'm trying to make it so that the score equals the amount of times you hit the ball. Here is my code void OnTriggerEnter(Collider other) { if (other.gameObject.name == "hit") { v3_Forcex = t_Camera.forward; v3_Forcey = t_Camera.up;

             GetComponent<Rigidbody>().AddForce(v3_Forcex * f_Multiplierx, ForceMode.Force);
             GetComponent<Rigidbody>().AddForce(v3_Forcey * f_Multipliery, ForceMode.Force);

             GetComponent<Rigidbody>().useGravity = true;

             if(defensescoring.activeInHierarchy)
             {
                 playerscore0.SetActive(false);

                 playerscore1.SetActive(true);
             }

             if (defensescoring&playerscore1.activeInHierarchy)
             {
                 playerscore1.SetActive(false);

                 playerscore2.SetActive(true);
             }

             if (defensescoring&playerscore2.activeInHierarchy)
             {
                 playerscore2.SetActive(false);

                 playerscore3.SetActive(true);
             }

             if (defensescoring&playerscore3.activeInHierarchy)
             {
                 playerscore3.SetActive(false);

                 playerscore4.SetActive(true);
             }
         }

     }
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avatar image zereda-games · Feb 16, 2019 at 07:47 PM 0
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Hmm lets try this out see how she goes. think it may be as simple as this:

Start Time = 11:16am

 //Lets make it adjustable
 public int $$anonymous$$axHits=4;
 public int Score;
 public static PlayerName;
 private Text scoreText;
 private static List<Collider> collisions=new List<Collider>();

 void OnEnable(){

     collisions=new List<Collider>();
     scoreText=GameObject.FindWithTag("ScoreTxt").GetComponent<Text>();
     // Commented out in-case 'Player.name' Doesn't exist in your project
     //PlayerName=Player.name;
 }

 void Update()
 {
     *Edit: Forgot a line.*
     scoreText.text=Score.ToString();
     //If we are less then the max hits do something
     if(Equals(collisions.Count>=$$anonymous$$axHits)){
         //Do Something
         foreach(Collider col in collisions){
             Score++;
         }
     }
 }

 OnDisable(){
    ScoreContainer.Scores.Add(Score);
    ScoreContainer.Names.Add(PlayerName);
 }
 OnTriggerEnter(Collider col)
 {
     if(Equals(collisions.Count,$$anonymous$$axHits)){
         return;
     }
     collisions.Add(col);
 }
 public static class ScoreContainer{
     public static List<string>Names=new List<string>();
     public static List<int>Scores=new List<int>();
 }

Finish Time = 11.45 A$$anonymous$$

Time to Write = 29 $$anonymous$$ Time To Edit = 5 $$anonymous$$, Total = 34 $$anonymous$$

avatar image zereda-games zereda-games · Feb 16, 2019 at 07:49 PM 0
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Notes Score will always = 4 and never above. you will need a score modifier of some sort to change that.

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Answer by UltraGearGames · Feb 16, 2019 at 08:32 PM

You could make a set of bools and activate them one by one each time you enter the trigger until they are all active, then do the action you wanna do.

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