GUI player menu is not updating values (score, exp, HPs)

GUI player menu is not updating values (score, exp, HPs)
after I added Hit Points and Exp to character (name of prefab:Player (yeah, I know - how original)). I’ll try to describe everything, but the line that’s generates problem (not error - everything is working but not as I designed) is in second line of code beneath point six:

One. (number list makes formating here weird and is messing with code view) I created cube prefab (name:Cube);

Two. I created script that I added to my player (tag: “Player” (PlayerStatus.js):

public var actualHealth 	: int = 100;
public var maximumHealth 	: int = 100;
public var lives 			: int = 3;
public var actualEXP 		: int = 0;
public var actualLVL		: int = 0;

function ApplyDamage (damage : int)
{
	actualHealth -=damage;

	if (actualHealth<= 0)
	{
		SendMessage("Die");
		lives --;
	}
}

function ApplyEXP (exp : int)
{
	actualEXP +=exp;
	
	if(actualEXP >= 100)
	{
		actualEXP -= 100;
		actualLVL++;
	}
}

Three. I created script that after collision send signal that something happened and attached it to cube prefab (I call it CubeExperience.js - it basically should add exp and take hitpoints by var damage and disappear in thin air):

public var exp		: int= 45;
public var damage 	: int= 10;
public var hit 		: RaycastHit;
 
public function OnTriggerEnter (hit : Collider) : IEnumerator 
{
	if (hit.collider.tag == "Player") 
	{
		hit.collider.SendMessage("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);

		hit.collider.SendMessage("ApplyEXP", exp, SendMessageOptions.DontRequireReceiver);
		Destroy (this.gameObject);
	}
}

Four. Everything was right as you can see during gameplay that values of PlayerStatus are changing (and it can be added to anything so it nice and everything, but…). There’s always a “but(t)”…

Five. I wanted to implement pause function in my HeroMenu.js and I found it easy though I must disabled player (person beghind keyboard not my prefab) controls because when player presses space or arrow keys, after closing menu hero was jumping which could lead to his death:

public function Update ()  : void
{
	if (Input.GetKey(KeyCode.M))
	{
		if (b_openMenu == false)
		{
			//pausing game
			Time.timeScale = 0;
			//opening menu
			b_openMenu = true;
			//disabling player movement script
			var playerMovement = GetComponent("CharacterController_2D");
			playerMovement.enabled = false;
		}
	}
}

private function DoMyWindow	(windowID	: int)	: void
{
	in_toolbar = GUI.Toolbar(r_tabButton, in_toolbar, s_toolbars, GUI.skin.GetStyle("Tab Button"));
	
	switch (in_toolbar)
	{
		case 0 : //status page
		StatusWindow();
			break;
		case 1 : //items page
		ItemWindow();
			break;
		case 2 : //equipment page
		EquipmentWindow();
			break;
	}
	GUI.DrawTexture (r_hero, t_hero); //Draw our background character texture
	if (GUI.Button (r_closeButton, "", GUI.skin.GetStyle("Exit Button")))
	{
		b_openMenu = false;
		Time.timeScale = 1;
		var playerMovement = GetComponent("CharacterController_2D");
		playerMovement.enabled = true;
	}
	GUI.DragWindow();
}

Six. After that, full of enthusiasm I was trying to change both HP, EXP and other RPG like values (score, Attack, etc.) values but after I failed in all I just concentrated my efforts on EXP, so I change HeroMenu.js script (that’s my GUI script) (I pasted only the crucial/changed parts) cause I didn’t want make any trouble, but I can also paste entire script or send it:

        private var playerInfo : PlayersStatus; 
        private var showEXP = playerInfo.actualEXP; 	//<-this line
    //generates NullReferenceException: Object reference not set to an instance of 
    //an object. HeroMenu..ctor () (at Assets/HeroMenu.js:110)
        
        private function StatusWindow() : void
        {
        	GUI.Box (r_statBox, "");
        	GUI.Box (r_weaponBox, "");
        	GUI.DrawTexture(r_statTexture1, t_statusBox1);
        	GUI.DrawTexture(r_statTexture2, t_statusBox2);
        	GUI.DrawTexture(r_skillBox, t_skillBox);
        	
        	CheckMax();
        	
        	GUI.Label (r_hpLabel, currentHP.ToString() + "/" + fullHP.ToString(), "Text Amount");
        	GUI.Label (r_mpLabel, currentMP.ToString() + "/" + fullMP.ToString(), "Text Amount");
        	GUI.Label (r_lvLabel, currentLV.ToString(), "Text Amount");
        
        	GUI.Label (r_expLabel, showEXP.ToString(), "Text Amount");
        
        	GUI.Label (r_nextLabel, currentNEXT.ToString(), "Text Amount");
        	GUI.Label (r_atkLabel, currentATK.ToString(), "Text Amount");
        	GUI.Label (r_defLabel, currentDEF.ToString(), "Text Amount");
        	GUI.Label (r_agiLabel, currentAGI.ToString(), "Text Amount");
        	GUI.Label (r_intLabel, currentINT.ToString(), "Text Amount");
        	GUI.Label (r_lucLabel, currentLUC.ToString(), "Text Amount");
        	GUI.Label (r_weaponLabel, gui_weaponCon, "Text Item");
        	GUI.Label (r_armorLabel, gui_armorCon, "Text Item");
        	GUI.Label (r_accessLabel, gui_accessCon, "Text Item");
        	GUI.Label (r_skillTexture, gui_skillCon, "Text Item");
        }
        
        private function CheckMax () : void
        {
        	fullHP = Mathf.Clamp(fullHP, 0.0, maxHP);
        	fullMP = Mathf.Clamp(fullMP, 0.0, maxMP);
        	currentHP = Mathf.Clamp(currentHP, 0.0, fullHP);
        	currentMP = Mathf.Clamp(currentMP, 0.0, fullMP);
        	currentLV = Mathf.Clamp(currentLV, 0.0, maxLV);
        	showEXP = Mathf.Clamp(showEXP, 0.0, maxEXP);
        	currentNEXT = Mathf.Clamp(currentNEXT, 0.0, maxNEXT);
        	currentATK = Mathf.Clamp(currentATK, 0.0, maxATK);
        	currentDEF = Mathf.Clamp(currentDEF, 0.0, maxDEF);
        	currentAGI = Mathf.Clamp(currentAGI, 0.0, maxAGI);
        	currentINT = Mathf.Clamp(currentINT, 0.0, maxINT);
        	currentLUC = Mathf.Clamp(currentLUC, 0.0, maxLUC);
        }

Seven. At some point I even add this to Start() in HeroMenu.js

//if(!playerInfo)
//{
//	playerInfo = GameObject.Find("Player").GetComponent(PlayersStatus);
//}

(but I commented this as it was changing nothing)

Eight. I changed many times many variables I even was trying to sending exp : int directly to HeroMenu.js (private function StatusWindow(exp : int)) but it was generating more errors. I hope that I didn’t bore you all but I was trying to describe everything for future references.

Nine. Thank you all for your time.

So… the answer found me in person of Jate Wittayabundit (yup! That’s right! Author of Unity 3 Game Development Hotshot)

"For your question, you need to get the playerInfo before calling it. Then, when you want to update the EXP number inside the StatusWindow().

Like this : in HeroMenu.js.

    private var playerInfo : PlayersStatus;
    private var showEXP : int = 0;
    
    function Start() 
    {
         playerInfo = GameObject.Find("Player").GetComponent(PlayersStatus); //<-this was added
    }
    
    private function StatusWindow() : void
    {
        // Update the actual EXP
        showEXP = playerInfo.actualEXP; //<- this is making the difference
    
    
        GUI.Box (r_statBox, "");
        GUI.Box (r_weaponBox, "");
        GUI.DrawTexture(r_statTexture1, t_statusBox1);
        GUI.DrawTexture(r_statTexture2, t_statusBox2);
        GUI.DrawTexture(r_skillBox, t_skillBox);
       
        CheckMax();
    
        GUI.Label (r_expLabel, showEXP.ToString(), "Text Amount");
    }

"

I removed all of not necessary lines to not confusing anybody with answer but if something is unclear just comment me for help.

And thanks Jate one more time.