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This question was closed Oct 30, 2018 at 02:57 AM by BrentonStumpf for the following reason:

The question is answered, right answer was accepted

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Question by BrentonStumpf · Oct 29, 2018 at 07:32 PM · tagsintother script

How to add to an int in another script?

I am making an electronic card game and I made a script that is responable for creating the deck and spawning them. I have another script for despawning cards and add to the counter when they become a child. The problem is the code will not add to the counter of the other script when the gameobject becomes a child to it. Do you know a way to make the counter go up when the gameobject becomes a child?

This is the code that is respponsable for spawning cards: public class cardSpawner : MonoBehaviour, IPointerDownHandler {

     [SerializeField] GameObject redCard;
 
     [Header("Where Cards Spawn")]
     [SerializeField] Transform palette;
 
     [SerializeField]List<GameObject> gameDeck = new List<GameObject>();
     //This is the counter the other program will add to.
     [SerializeField] public int amountColorCard = 9;
 
     void Start() {
         FillDeck();
     }
 
     void Update() {
         if (gameDeck.Count == 0) {
             FillDeck();
         }
     }
 
     void FillDeck() {
         while (amountColorCard > 0) {
             gameDeck.Add(redCard);
             amountColorCard--;
         }
     }
 
     public void OnPointerDown(PointerEventData eventData) {
         if (palette.transform.childCount >= 6) { return; }
         else {
             CardChooser(); 
         }
     }
 
     void CardChooser() {
             int coolNewNumber = UnityEngine.Random.Range(0, gameDeck.Count);
             Instantiate(gameDeck[coolNewNumber], palette);
             gameDeck.Remove(gameDeck[coolNewNumber]);
     }
 }


This is the code for despawning and adding to the code in the first script.

 public class DiscardPile : MonoBehaviour {
 
     public Transform discardPile;
     public GameObject childness;
 
     private cardSpawner CardSpawner;
 
     void Update() {
         if (gameObject.transform.childCount >= 2) {
             Debug.Log("Too Many Objects!");
             DestroyChild();
         }
     }
 
     void DestroyChild() {
         discardPile = gameObject.transform;
         IncreaseCardPile();
         childness = gameObject.transform.GetChild(0).gameObject;
         Destroy(childness);
     }
 
     void IncreaseCardPile() {
         if (discardPile.GetChild(1).tag == "Red") {
             CardSpawner.amountColorCard++;
         } 
     }
 }
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