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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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