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Question by staryzhelios · Jun 21, 2019 at 09:34 AM · logicincreasestars

Reward system logic code problem

what wrong with my code? does anybody know? I want to make star system, if player fail the fail canvas is pop up, and star will give 2 stars as player fail 1 times and so one..

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

public class MiniLvlStar : MonoBehaviour { public GameObject fail1x1, fail1x2, fail1x3; var timesclick:float = 0.0; //attach to wincanvas

 // Start is called before the first frame update
 void Start()
 {
     failtimes = PlayerPrefs.GetInt ("failtimes");
 }

 // Update is called once per frame
 void Update()
 {
     if (Input.GetMouseButtonDown(0) && EventSystem.current.currentSelectedGameObject != fail1x1)
     {
         timesclick ++;
     Debug.Log("Fail 1x1");
     }    
     if (Input.GetMouseButtonDown(0) && EventSystem.current.currentSelectedGameObject != fail1x2)
     {
         timesclick ++;
         Debug.Log("Fail 1x2");
     }    
     if (Input.GetMouseButtonDown(0) && EventSystem.current.currentSelectedGameObject != fail1x3)
     {
         timesclick ++;
         Debug.Log("Fail 1x3");
     }

 

 }

 if (timesclick = 0){

     timefail == 0;
     PlayerPrefs.SetInt("failtimes, 0");

     //show 3 stars
     star3.gameObject.SetActive(true);
     star2.gameObject.SetActive(false);
     star1.gameObject.SetActive(false);


 }

 if (timesclick = 1){

     timefail == 1;
     PlayerPrefs.SetInt("failtimes, 1");

     //show 2 star
     star3.gameObject.SetActive(false);
     star2.gameObject.SetActive(true);
     star1.gameObject.SetActive(false);

 }
 if (timesclick = 2){

     timefail == 2;
     PlayerPrefs.SetInt("failtimes, 2");

     //show 2 star
     star3.gameObject.SetActive(false);
     star2.gameObject.SetActive(true);
     star1.gameObject.SetActive(false);
 }
 if (timesclick >= 2){

     timefail == 3;
     PlayerPrefs.SetInt("failtimes, 3");


     //show 1 star
     star3.gameObject.SetActive(false);
     star2.gameObject.SetActive(false);
     star1.gameObject.SetActive(true);
 }



 }

}

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