Reputation: 55
I want to have a singleton which will store, update and show player score through all levels (scenes), but something works wrong.
This my singletone script GameStatus.cs:
using UnityEngine;
using TMPro;
public class GameStatus : MonoBehaviour
{
public static GameStatus instance;
[SerializeField] int pointsPerBlock = 50;
[SerializeField] TextMeshProUGUI scoreText;
[SerializeField] public static int currentScore = 0;
private void Awake()
{
if (instance != null)
{
Destroy(gameObject);
}
else
{
instance = this;
DontDestroyOnLoad(gameObject);
}
}
public void AddToScore()
{
currentScore += pointsPerBlock;
scoreText.text = currentScore.ToString();
}
}
I also have another script for objects player need to destroy, called Block.cs. Here it is:
using UnityEngine;
public class Block : MonoBehaviour
{
Level level;
GameStatus gameStatus;
private void Start()
{
level = FindObjectOfType<Level>();
gameStatus = FindObjectOfType<GameStatus>();
level.CountBreakableBlocks();
}
private void OnCollisionEnter2D(Collision2D collision)
{
DestroyBlock();
}
private void DestroyBlock()
{
level.BlockDestroyed();
gameStatus.AddToScore();
Destroy(gameObject);
}
}
And on level 1 everything works fine, but when the game goes to the next level this happens:
Player score stops updating.
If I use Debug.Log(currentScore); in GameStatus.cs I can see that this variable doesn't change when player breaks blocks, but if use Debug.Log(gameStatus.currentScore); in Block.cs then I can see that this variable is getting updated.
Debug.Log(FindObjectsOfType().Length); shows that there is one GameStatus object in the first level and two objects in the next levels, although I can't see the second one GameStatus in hierarchy.
So my question is - what's wrong and how to fix it?
Upvotes: 0
Views: 105
Reputation: 613
If you use singleton, there is no point to make
currentScore
static variable, just make it
public int currentScore;
Also in your block cs you can just call
GameStatus.instance.AddToScore();
No need to make reference at start
Upvotes: 1