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Question I need help with the UI and score board scripts for my 2d game using unity 2021.3.33f1

Discussion in 'Scripting' started by JacobJa49, Dec 31, 2023.

  1. JacobJa49


    Dec 29, 2023
    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using UnityEngine.UI;
    5. using UnityEngine.SceneManagement;
    6. using TMPro;
    8. public class LogicScript : MonoBehaviour
    9. {
    10.     public int playerScore;
    11.     public Text scoreText;
    12.     public GameObject GameOverScreen;
    13.     public GameObject Bird;
    14.     public AudioSource DingSFX;
    15.     public AudioSource GameOverSFX;
    16.     public GameObject HighScore;
    17.     public AudioSource ButtonClicked;
    18.     public GameObject BestScore;
    20.     [ContextMenu("Increase Score")]
    21.     public void addScore(int scoreToAdd)
    22.     {
    23.         playerScore = playerScore + scoreToAdd;
    24.         scoreText.text = playerScore.ToString();
    25.         DingSFX.Play();
    26.         CheckHighScore();
    27.     }
    29.     public void restartGame()
    30.     {
    31.         SceneManager.LoadScene(SceneManager.GetActiveScene().name);
    32.     }
    34.     public void gameOver()
    35.     {
    36.         GameOverScreen.SetActive(true);
    37.         Bird.SetActive(false);
    38.         GameOverSFX.Play();
    39.     }
    41.     public void buttonclicked()
    42.     {
    43.         ButtonClicked.Play();
    44.     }
    47.     void CheckHighScore()
    48.     {
    49.         if (playerScore > PlayerPrefs.GetInt("BestScore", 0)) ;
    50.         {
    51.             PlayerPrefs.SetInt("BestScore", playerScore);
    52.         }
    53.     }
    54. }
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;
    using UnityEngine.SceneManagement;

    public class ButtonScript : MonoBehaviour
    public AudioSource ButtonSFX;
    public Button StartButton;
    public Button ScoreBoard;
    public Button ExitButton;

    // Start is called before the first frame update
    void Start()
    Button play = StartButton;
    Button score = ScoreBoard;
    Button exit = ExitButton;

    public void TaskPlay()

    public void TaskScore()

    public void TaskExit()

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

  2. Kurt-Dekker


    Mar 16, 2013
    EDIT: I note that you've already been instructed on how to post before.

    This hasn't changed.



    That said, go look at what I have again written to you below and reformulate your question so that someone here who cannot read your mind and cannot see your screen might possibly understand the difficulty you are having and guide you appropriately.

    NOTE: repeatedly ignoring correct posting etiquette and process can be construed as low-effort posting. Don't let this happen to you. Bring some effort to the table.

    How to report your problem productively in the Unity3D forums:

    This is the bare minimum of information to report:

    - what you want
    - what you tried
    - what you expected to happen
    - what actually happened, log output, variable values, and especially any errors you see
    - links to actual Unity3D documentation you used to cross-check your work (CRITICAL!!!)

    The purpose of YOU providing links is to make our job easier, while simultaneously showing us that you actually put effort into the process. If you haven't put effort into finding the documentation, why should we bother putting effort into replying?

    If you post a code snippet, ALWAYS USE CODE TAGS:

    How to use code tags:

    - Do not TALK about code without posting it.
    - Do NOT post unformatted code.
    - Do NOT retype code. Use copy/paste properly using code tags.
    - Do NOT post screenshots of code.
    - Do NOT post photographs of code.
    - Do NOT attach entire scripts to your post.
    - ONLY post the relevant code, and then refer to it in your discussion.

    If you need more information about what your program is doing as well as how and where it is deviating from your expectations, that means it is...

    Time to start debugging!

    By debugging you can find out exactly what your program is doing so you can fix it.

    Here is how you can begin your exciting new debugging adventures:

    You must find a way to get the information you need in order to reason about what the problem is.

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the names of the GameObjects or Components involved?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as

    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer for iOS: or this answer for Android:

    If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    If your problem is with OnCollision-type functions, print the name of what is passed in!

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    If you are looking for how to attach an actual debugger to Unity:

    "When in doubt, print it out!(tm)" - Kurt Dekker (and many others)

    Note: the
    function is an alias for Debug.Log() provided by the MonoBehaviour class.
    Last edited: Dec 31, 2023
  3. JacobJa49


    Dec 29, 2023
    i have read through your comment and i believe ive fixed the issue
    Kurt-Dekker likes this.
  4. MelvMay


    Unity Technologies

    May 24, 2013
    Again. Don't use the 2D forum to ask about UI or Scripting issues.

    Moving your thread.
  5. samana1407


    Aug 23, 2015
    I agree that it would be worth clarifying your question. However, even now, your code contains errors in these lines:

    play.onClick.AddListener( TaskPlay() );
    score.onClick.AddListener( TaskScore() );
    exit.onClick.AddListener( TaskExit() );

    When passing a delegate reference (methods/functions), there is no need to use parentheses. After all, you are simply passing a reference, not calling the method.