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Question by unity_18jschmidt · Nov 02, 2017 at 04:35 AM · c#2d gamescorebreakoutmultiply

Multiplying score on a gameobject destroy; only while a button is held

In my breakout clone, I want the player to earn 10 points for every block destroyed. However, if they break a block while the X key is held down, the points the blocks typically award is multiplied to 100. I've tried just about everything I know, and I can't get this to work as intended. This is my block/brick script. I also have a separate script for the scoring text UI itself but I don't know if it's of any use.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Brick : MonoBehaviour {
 
     public AudioClip crack;
     public AudioClip explode;
     private int timesHit;
     public static int breakableCount = 0;
     public Sprite[] hitSprites;
     private LevelManager levelManager; 
     public float delay = 0F;
     private bool isBreakable;
     // Use this for initialization
     void Start () {
         isBreakable = (this.tag == "Breakable");
         timesHit = 0;
         levelManager = GameObject.FindObjectOfType<LevelManager>();
         if (isBreakable) {
             breakableCount++;
             }
     }
 
     // Update is called once per frame
     void Update () {
 
     }
     void OnCollisionEnter2D (Collision2D col) {
         AudioSource.PlayClipAtPoint (crack, transform.position);
         if (isBreakable) {
             HandleHits ();
         }
         }
 
     void HandleHits () {
         timesHit++;
         int maxHits = hitSprites.Length + 1;
         if (timesHit >= maxHits) {
             breakableCount--;
             levelManager.BrickDestroyed ();
             AudioSource.PlayClipAtPoint (explode, transform.position);
             Destroy (gameObject);
             if (Input.GetKeyDown (KeyCode.Z)) {
                 Score.scoreValue += 10 * 10000;
                 } Score.scoreValue += 10;
             } else LoadSprite();
         }
         
     void LoadSprite () {
         int spriteIndex = timesHit - 1;
         if (hitSprites [spriteIndex]) {
             this.GetComponent<SpriteRenderer> ().sprite = hitSprites [spriteIndex];
         }
     }
     //To Do: remove this when blocks are destructible
     void SimulateWin () {
         levelManager.LoadNextLevel();
     }
 }

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