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Question by radenzilu · Sep 15, 2016 at 05:12 PM · scripting problemuitext

Problem with UI Text displaying a score

Hi!

I cloned my Score Text in my Survival Shooter so I can get another score but counting 1 by 1. If I just press CTRL + D, it clones right. But if I used another script, identical to my script cloned, there's no effect.

Here's my original script:

public class ScoreManager : MonoBehaviour { public static int score;

 Text text;


 void Awake ()
 {
     text = GetComponent <Text> ();
     score = 0;
 }


 void Update ()
 {
     text.text = "Score: " + score;
 }

}

And here is my cloned script: using UnityEngine; using UnityEngine.UI; using System.Collections;

public class SuperShotManager : MonoBehaviour { public static int score;

 Text text;


 void Awake ()
 {
     text = GetComponent <Text> ();
     score = 0;
 }


 void Update ()
 {
     text.text = "Score: " + score;
 }

}

Here is the EnemyHealth code that calls these scripts:

using UnityEngine;

namespace CompleteProject { public class EnemyHealth : MonoBehaviour { public int startingHealth = 100; // The amount of health the enemy starts the game with. public int currentHealth; // The current health the enemy has. public float sinkSpeed = 2.5f; // The speed at which the enemy sinks through the floor when dead. public int scoreValue = 1; // The amount added to the player's score when the enemy dies. public int superShotValue = 1; public AudioClip deathClip; // The sound to play when the enemy dies.

     Animator anim;                              // Reference to the animator.
     AudioSource enemyAudio;                     // Reference to the audio source.
     ParticleSystem hitParticles;                // Reference to the particle system that plays when the enemy is damaged.
     CapsuleCollider capsuleCollider;            // Reference to the capsule collider.
     bool isDead;                                // Whether the enemy is dead.
     bool isSinking;                             // Whether the enemy has started sinking through the floor.

     void Awake ()
     {
         // Setting up the references.
         anim = GetComponent <Animator> ();
         enemyAudio = GetComponent <AudioSource> ();
         hitParticles = GetComponentInChildren <ParticleSystem> ();
         capsuleCollider = GetComponent <CapsuleCollider> ();

         // Setting the current health when the enemy first spawns.
         currentHealth = startingHealth;
     }


     void Update ()
     {
         // If the enemy should be sinking...
         if(isSinking)
         {
             // ... move the enemy down by the sinkSpeed per second.
             transform.Translate (-Vector3.up * sinkSpeed * Time.deltaTime);
         }
     }


     public void TakeDamage (int amount, Vector3 hitPoint)
     {
         // If the enemy is dead...
         if(isDead)
             // ... no need to take damage so exit the function.
             return;

         // Play the hurt sound effect.
         enemyAudio.Play ();

         // Reduce the current health by the amount of damage sustained.
         currentHealth -= amount;
         
         // Set the position of the particle system to where the hit was sustained.
         hitParticles.transform.position = hitPoint;

         // And play the particles.
         hitParticles.Play();

         // If the current health is less than or equal to zero...
         if(currentHealth <= 0)
         {
             // ... the enemy is dead.
             Death ();
         }
     }


     void Death ()
     {
         // The enemy is dead.
         isDead = true;

         // Turn the collider into a trigger so shots can pass through it.
         capsuleCollider.isTrigger = true;

         // Tell the animator that the enemy is dead.
         anim.SetTrigger ("Dead");

         // Change the audio clip of the audio source to the death clip and play it (this will stop the hurt clip playing).
         enemyAudio.clip = deathClip;
         enemyAudio.Play ();
     }


     public void StartSinking ()
     {
         // Find and disable the Nav Mesh Agent.
         GetComponent <NavMeshAgent> ().enabled = false;

         // Find the rigidbody component and make it kinematic (since we use Translate to sink the enemy).
         GetComponent <Rigidbody> ().isKinematic = true;

         // The enemy should no sink.
         isSinking = true;
         // Increases the SuperShort counter by the enemy's death.

         SuperShotManager.score += scoreValue;

         // Increase the score by the enemy's score value.
         ScoreManager.score += scoreValue;



         // After 2 seconds destory the enemy.
         Destroy (gameObject, 2f);
     }
 }

}

For Unity sakes, can somebody help me? Sorry about my English if there is some errors.

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