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Question by josh15 · Oct 31, 2018 at 09:04 AM · c#generator

c# generator problem with counter

the counter don't get minus this is the generator script

   float randomCoins;
     [SerializeField] Transform GePoint;
 
 
 
     [SerializeField] GameObject diamondPrefab;
   
     public bool pause = false;
   public static generatCoin ins;
  public int  counter=0;
     private void Awake()
     {
         ins = this;
     }
     public Transform countener;
     void Start()
     {
     
     countener = GameObject.Find("countener").transform;
         randomCoins = PlayerPrefs.GetInt(Tags.instance.chanceforGold);
 
     }
 
 
     float[] arx = { -2.0f, 0.0f, 2.0f };
     private int arrayselect;
 
     public void restposition()
     {
 
         transform.position = new Vector3(0, 0, 20);
         foreach (Transform d in countener)
         {
             Destroy(d.gameObject);
         }
         counter = 0; pause = false;
     }
 
     void Update()
     {
  
         if (pause == true) return;
         if (transform.position.z <= GePoint.position.z && counter < 60)
         {
             arrayselect = Random.Range(0, 3);
 
             var d = Random.Range(0, 111);
             if (d < 50)
             Instantiate(diamondPrefab, new Vector3(transform.position.x * 0 + arx[arrayselect], transform.position.y + 1.355f, transform.position.z), Quaternion.identity, countener);
             transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z + 5f);
             counter++;
 
 
         }
 
     }

and i try to access the counter value from coin script but it's didn't work i don't know why this is the coin script

    GameObject @object;
     private void Awake()
     {
         @object = GameObject.Find(Tags.instance.PlatforDeactivePoint);
 
     }
     // Use this for initialization
     void Start()
     {
         RaycastHit hit;
         if (Physics.Raycast(transform.position, Vector3.down, out hit, 5))
         {
             if (hit.collider.gameObject.GetComponent<KillDireckt>() == null) return;
             else {
                 generatCoin.ins.counter -= 1;
                 Destroy(this.gameObject);
             }
         }
          
 
     }
 
     private void OnTriggerEnter(Collider other)
     {
         if (other.gameObject.tag == Tags.instance.Player)
         {
             int temp = PlayerPrefs.GetInt(Tags.instance.gold, 0);
             temp += 1;
             PlayerPrefs.SetInt(Tags.instance.gold, temp);
             PlayerPrefs.Save();
             generatCoin.ins.counter -= 1;
             Destroy(this.gameObject);
         }
     }
     private void Update()
     {
         if (transform.position.z < @object.transform.position.z)
         {
             generatCoin.ins.counter -= 1;
             Destroy(gameObject);
         }
     }
 

the @object; this is the Game object to see the distance how far it's

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avatar image pako · Oct 31, 2018 at 12:11 PM 0
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Does the coin script even compile?

You can't use the '@' symbol anywhere in identifiers, and they must always start with a letter or an underscore. So, @object is not an valid identifier name.

https://docs.microsoft.com/en-us/windows/desktop/msi/identifier

avatar image Casiell pako · Oct 31, 2018 at 12:18 PM 2
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You can use @ before variables, it's used if you want to use reserved keyword as a variable name.

https://stackoverflow.com/questions/429529/what-does-the-symbol-before-a-variable-name-mean-in-c

avatar image pako Casiell · Oct 31, 2018 at 12:33 PM 0
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Cool! I had never come across that!

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avatar image josh15 · Oct 31, 2018 at 11:28 PM 0
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oh yeah thanks i think that was problem too but the problem was from unity i just restart it and work the counter thanks guys

avatar image pako · Nov 01, 2018 at 10:42 AM 0
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Hey @josh15 I'm glad it's working for you now.

I also want to thank @Casiell and @DawidNorasDev for letting me know about the usage of the '@' symbol. Although it's good to have such knowledge, I prefer to stick to Design Guidelines and Na$$anonymous$$g Conventions, and not use the '@' symbol in such a way:

AVOID using identifiers that conflict with keywords of widely used program$$anonymous$$g languages.

According to Rule 4 of the Common Language Specification (CLS), all compliant languages must provide a mechanism that allows access to named items that use a keyword of that language as an identifier. C#, for example, uses the @ sign as an escape mechanism in this case. However, it is still a good idea to avoid common keywords because it is much more difficult to use a method with the escape sequence than one without it.

https://docs.microsoft.com/en-us/dotnet/standard/design-guidelines/general-na$$anonymous$$g-conventions

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