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Question by cerenkeklik · Oct 26, 2020 at 11:21 AM · c#dontdestroyonloadsingleton

UNITY2D: How do I destroy previous object with Singleton Pattern?

I am working on a project. It includes two scenes:Maingame and ShopScene. Firstly, I run the Maingame, there is a chronometer and I earn money. At the end of the day, ShopScene opens. I spend my money in ShopScene. Then I click exit button and Maingame opens again. I used Dont Destroy Objects and Singleton Pattern. However, my problem is, at first, day is 1. I earn some money. I spend some of it in ShopScene. In here, day is 2 because first day is over. Again, I come to Maingame scene, but day becomes 1 again. Aso my money becomes 0. I thought that my Singleton pattern destroys my new canvas. However, I want that my Singleton Pattern destroy previous canvas. How can I do that? My codes are here.

public class EarnMoney : MonoBehaviour { private static EarnMoney instance; private int score; public Button moneyBarButton; public GameObject canvas; public int money; private GameObject[] boxCountArray;

 // Start is called before the first frame update
 void Awake()
 {
     canvas = (GameObject.Find("DontDestroyCanvas"));
   //  DontDestroyOnLoad(canvas);
     if (instance == null)
     {
         instance = this;
         DontDestroyOnLoad(canvas);
     }
     else if (instance != this) {
         Destroy(canvas);
     }
         

   
 }
 void Start()
 {
   //  moneyBarButton = GameObject.Find("MoneyBar").GetComponent<Button>();
 }

 // Update is called once per frame
 void Update()
 {

     SceneManager.SetActiveScene(SceneManager.GetSceneByName("Maingame"));
     PlayerPrefs.GetInt("money");
     moneyBarButton.GetComponentInChildren<Text>().text = Convert.ToString(money);
     score = money / 10;
     boxCountArray = GameObject.FindGameObjectsWithTag("Box");
    // control();
     score =(boxCountArray.Length - 1);//score artışı
     money = (boxCountArray.Length - 1) * 10;
     PlayerPrefs.SetInt("money", money);
 }

}

public class ShopManager : MonoBehaviour { // Start is called before the first frame update

 public Button itemBuyButton; //Almak istediğim itemin butonu.
 public Button moneyBar; //Para kutucuğu
 int price; //İslem yapabilmek için para kutucuğumdaki text i double a çeviricem. Bu değişken onu tutmak için.
 public Transform floatingText; //item aldığımda aldığım itemin fiyatının ekranda çıkmasını temsil eden object
 public Transform infoAboutShop; // item aldığımda itemden kaç tane aldığımı ekrana yazdıran object.
 public GameObject canvas;
   
 int n = 0;

 void Start()
 {
 price = PlayerPrefs.GetInt("money");


moneyBar = GameObject.Find("MoneyBar").GetComponent(); }

 // Update is called once per frame
 void Update()
 {
     //Butonların interaktifliği sürekli kontrol edilsin istediğimden ilgili methodu update metodumda çağırıyorum.

     buttonInteractable();


PlayerPrefs.SetInt("money", price);

     moneyBar.GetComponentInChildren<Text>().text = Convert.ToString(price);
 }
 public void buy()
 {
     //floatingText objemin TextMesh componentine ilgili itemin fiyatını atıyorum.
     floatingText.GetComponent<TextMesh>().text = itemBuyButton.GetComponentInChildren<Text>().text;
     /*
     *Instantiate metodu clone yaratmaya yarıyor. floatingText objemden clone yaratıcam. Clonenun yaratılmasını istediğim yeri tıkladığım yer olarak belirttim.
     *Quaternion identity ise rotation olmadan ilgili objenin clonelamasını sağlıyor. Bu cloneun TextMesh componentine de aynı şekilde ilgili itemin fiyatını atıyorum.
     * Bu işlemleri buy metodunun içinde yapmamın nedeni de floatingText lerin item satın alındığında oluşacak olması.
     */
     Instantiate(floatingText, new Vector3(Input.mousePosition.x, Input.mousePosition.y, Input.mousePosition.z), Quaternion.identity).GetComponent<TextMesh>().text = itemBuyButton.GetComponentInChildren<Text>().text;
     //Para kutucuk butonumun text componentini double a çevirip yukarıda oluşturduğum moneyBarPrice değişkenine atıyorum. İşlemleri bu değişken üzerinden yapacağım.
     price = Convert.ToInt32(moneyBar.GetComponentInChildren<Text>().text);

     //Butonun text componentine ulaşıp aynı şekilde o text i de kıyaslama yapabilmek için double a çeviriyorum.
     if (price >= (Convert.ToDouble(itemBuyButton.GetComponentInChildren<Text>().text)))

     {
         // item aldıktan sonra itemin fiyatını total fiyatımdan düşüyorum.  
         price -= (Convert.ToInt32(itemBuyButton.GetComponentInChildren<Text>().text));
         // kalan fiyatımı string e çevirip para kutucuğuma yazıyorum.
         moneyBar.GetComponentInChildren<Text>().text = Convert.ToString(price);
         //infoAboutShop objemin TextMesh componentine ilgili itemin adını ve sayısını atıyorum.
         infoAboutShop.GetComponent<TextMesh>().text = Convert.ToString(n + 1) + " " + itemBuyButton.name;
         //floatingText teki mantıkla infoAboutShop objelerimi (200,200) konumunda clonelayıp ilgili nesnenin adı ve sayısını atıyorum.
         Instantiate(infoAboutShop, new Vector2(200, 200), Quaternion.identity).GetComponent<TextMesh>().text = infoAboutShop.GetComponent<TextMesh>().text;
         //her çağırıldığında ilgili objenin sayısını 1 artırıyorum.
         n += 1;
     }
     else
     {
         // eğer iteme tıkladıktan sonra param tıkladığım itemi almaya yetmiyorsa itemin aktifliği engelleniyor.
         itemBuyButton.interactable = false;
     }
 }
 void buttonInteractable()
 {
     price= Convert.ToInt32(moneyBar.GetComponentInChildren<Text>().text);
    // Debug.Log(price);
     //Butonun text componentine ulaşıp aynı şekilde o text i de kıyaslama yapabilmek için double a çeviriyorum.
     if (price >= (Convert.ToDouble(itemBuyButton.GetComponentInChildren<Text>().text)))

     {
         itemBuyButton.interactable = true; // Eğer  start butonu aktif eğilse ve param almak istediğim itemden fazlaysa butonun aktifliği devam eder.
     }
     else
     {
         itemBuyButton.interactable = false; //  param tıkladığım itemi almaya yetmiyorsa itemin aktifliği engelleniyor.
     }
 }

}

public class closedButton : MonoBehaviour { Scene scene; public Button moneyBar;

 // Start is called before the first frame update
 void Start()
 {
 }

 // Update is called once per frame
 void Update()
 {
     
 }
 public void ExitShop()
 {
     SceneManager.GetActiveScene();

     SceneManager.LoadScene(0);




 }

}

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