I have a script that doesn't save the high score automatically and before I put the restart button my high score was saved without any code. I want the high score to be saved even if the player restarts the game .This is my code for the SCORE:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Score : MonoBehaviour
{
public int score;
public Text ScoreText;
public int highscore;
public Text highScoreText;
void Start()
{
highscore = PlayerPrefs.GetInt("HighScore: " + highscore);
}
void Update()
{
ScoreText.text = "Score: " + score;
highScoreText.text = highscore.ToString();
if (score > highscore)
{
highscore = score;
PlayerPrefs.SetInt("HighScore: ", highscore);
}
}
void OnTriggerEnter(Collider other)
{
Debug.Log("collider is working");
if (other.gameObject.tag == "Score: ")
{
score++;
}
}
}
And this is the code for the restart button:
using UnityEngine;
using UnityEngine.SceneManagement;
using System.Collections;
public class RestartGame : MonoBehaviour
{
public void RestartsGame()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().name); // loads current scene
}
}
You have problems with the keys used by PlayerPrefs
:
void Start()
{
highscore = PlayerPrefs.GetInt("HighScore");
}
void Update()
{
ScoreText.text = "Score: " + score;
highScoreText.text = highscore.ToString();
if (score > highscore)
{
highscore = score;
PlayerPrefs.SetInt("HighScore", highscore);
}
}
As noted by Draco18s
you shouldn't be using player prefs to save game data (such as highscore).
Here is how you can save it in a json file if you want. It also adds more flexibility in case you want to add things like a top 10 score or something like that.
using UnityEngine;
using System.IO;
public class HighestScoreJson
{
/// <summary>
/// //Returns the path to the highestScoreFile
/// </summary>
/// <returns></returns>
public static string GetPathToHighestScore() {
return Path.Combine(Application.persistentDataPath, "HighestScore.json"); //You can look for info about the unity streamingAssets folder in the unity documentation
}
/// <summary>
/// Get the highestScore
/// </summary>
/// <returns></returns>
public static HighestScore GetHighestScore() {
string path = GetPathToHighestScore();
if (!File.Exists(path)) //Checks if the file exists
{
HighestScore highestScore = new HighestScore();
string jsonObj = JsonUtility.ToJson(highestScore);
//Debug.Log("SavedJsonFile: " + jsonObj);
FileInfo defaultFile = new FileInfo(path);
defaultFile.Directory.Create(); // If the directory already exists, this method does nothing.
File.WriteAllText(path, jsonObj);
}
string file = File.ReadAllText(path);
HighestScore highestScoreJson = JsonUtility.FromJson<HighestScore>(file);
//Debug.Log(highestScoreJson.highestScore); //here you can check the value on the debug if you want
return highestScoreJson;
}
/// <summary>
/// Save a new highestScore
/// </summary>
/// <param name="highestScore"></param>
public static void SaveHighestScore(int highestScoreValue) {
string path = GetPathToHighestScore();
HighestScore highestScore = new HighestScore();
highestScore.highestScore = highestScoreValue;
string jsonObj = JsonUtility.ToJson(highestScore);
//Debug.Log("SavedJsonFile: " + jsonObj);
FileInfo file = new FileInfo(path);
file.Directory.Create(); // If the directory already exists, this method does nothing.
File.WriteAllText(path, jsonObj);
}
}
/// <summary>
/// This class holds the highestScore
/// </summary>
public class HighestScore
{
public int highestScore;
//You can also create a list if you want with the top 10 or something like that
}
Then you would use it like this
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Score : MonoBehaviour
{
public int score;
public Text ScoreText;
public int highscore;
public Text highScoreText;
void Start()
{
highscore = HighestScoreJson.GetHighestScore().highestScore;
}
void Update()
{
ScoreText.text = "Score: " + score;
highScoreText.text = highscore.ToString();
if (score > highscore)
{
highscore = score;
HighestScoreJson.SaveHighestScore(highscore);
}
}
void OnTriggerEnter(Collider other)
{
Debug.Log("collider is working");
if (other.gameObject.tag == "Score: ")
{
score++;
}
}
}
You can probably optimize you calls if you take out the update and only call change your texts when the score changes.
void Update() //Don't need it
{
}
void OnTriggerEnter(Collider other)
{
Debug.Log("collider is working");
if (other.gameObject.tag == "Score: ")
{
score++;
ScoreText.text = "Score: " + score;
highScoreText.text = highscore.ToString();
if (score > highscore)
{
highscore = score;
HighestScoreJson.SaveHighestScore(highscore);
}
}
}
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