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Question by wail13 · Jul 29, 2019 at 11:53 PM · score systemwontwork

Score wont increase when enemies die

i have a game where the enemies spawn on one side and fly to the right where the player is and you have to shoot other projectiles at the enemies and my code is not working can anyone help?

player public class Player : MonoBehaviour { public int health; public int score; public Text textComp;

 void Start()
 {
     score = 0;
 }


 // Update is called once per frame
 void Update()
 {
     textComp.text = score.ToString();

     if (health <= 0)
     {
         Destroy(gameObject);
     }

    }
 void AddScore()
 {
     score = score + 10;
 }

} Enemies(all three are the same but some have other tags to get killed by) public class TriangleEnemy : MonoBehaviour { public int Yspeed; public int Xspeed; public int health; public int addscore;

 public Text textComp;

 public GameObject player;


 private void Start()
 {
     health = 1;
     addscore = 0;
 }
 private void Update()
 {


     if (health <= 0)
     {
         DESTROYED();
     }

     transform.position = new Vector2(transform.position.x + Xspeed, transform.position.y + Yspeed);
 }
 void DESTROYED()
 {
     player.SendMessage("AddScore", SendMessageOptions.DontRequireReceiver);
     Destroy(gameObject);
 }

 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.CompareTag("Triangle"))
     {
         health--;
     }
     if (other.CompareTag("Player"))
     {
         other.GetComponent<Player>().health--;
         Destroy(gameObject);
     }
     if (other.CompareTag("PauseMenu"))
     {
         Destroy(gameObject);
     }

 }

} SquareEnemy public class Enemy : MonoBehaviour { public GameObject player; public int Yspeed; public int Xspeed; public int health; private void Start() { health = 1; player = GameObject.FindGameObjectWithTag("Player"); } private void Update() {

     if (health <= 0)
     {
         DESTROYED();
     }

     transform.position = new Vector2(transform.position.x + Xspeed, transform.position.y + Yspeed);
 }
 void DESTROYED()
 {
     player.SendMessage("AddScore", SendMessageOptions.DontRequireReceiver);
     Destroy(gameObject);
 }
 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.CompareTag("Cube"))
     {
         health--;
     }
     if (other.CompareTag("Player"))
     {
         other.GetComponent<Player>().health--;
         Destroy(gameObject);
     }
     if (other.CompareTag("PauseMenu"))
     {
         Destroy(gameObject);
     }

 }

}

Any help will be appreciated for a beginner like me. :)

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Answer by suIly · Jul 30, 2019 at 12:02 AM

I think it's because you didn't call the "AddScore" function in the couple first lines of code. Line 10 - 15

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avatar image wail13 · Jul 30, 2019 at 12:51 AM 0
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Nah that wasn't it , it just adds 10 points every second.

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Answer by shining_gentleman · Jul 30, 2019 at 07:49 AM

You have the reference to the class which the method is in. Can't you just call it like this:

 player.GetComponent<Player>().AddScore();


Oh, and make your AddScore() is a public method.

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avatar image wail13 · Jul 30, 2019 at 02:15 PM 0
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alt text

it says this now It means it on 15 - 20 on the triangle

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