ok well i have a count that counts all of the cubes i pick up, i tried making a second one for the reason i want to have 2 lists. one does the main cubes and the other dose another set of cube(s)
this is what i have atm
using UnityEngine;
using System.Collections;
public class _PlayerControlls : MonoBehaviour
{
public float speed;
public GUIText countText;
public GUIText winText;
public GUIText restartText;
public GUIText nextLevel;
public GUIText timeCount;
public GUIText bestTime;
public GUIText winText2;
public GUIText secretpickup;
public GUIText countText2;
public int time;
private int count;
private int count2;
private bool restart;
private bool NextLevel;
private bool NextLevel2;
void Start ()
{
count = 0;
count2 = 0;
SetCountText ();
SetCountText2 ();
secretpickup.text = "";
winText.text = "";
winText2.text = "";
restart = true;
NextLevel = false;
NextLevel2 = false;
restartText.text = "Falling? press 'R' for restart";
nextLevel.text = "";
}
void Update ()
{
if (restart)
{
if (Input.GetKeyDown (KeyCode.R))
{
Application.LoadLevel (Application.loadedLevel);
}
}
{
if (NextLevel)
{
if (Input.GetKeyDown (KeyCode.F))
{
Application.LoadLevel ("RollerBall1");
}
}
}
{
if (NextLevel2)
{
if (Input.GetKeyDown (KeyCode.Q))
{
Application.LoadLevel ("RollerBall3");
}
}
}
}
void FixedUpdate ()
{
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
rigidbody.AddForce(movement * speed * Time.deltaTime);
}
void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == "PickUp")
{
other.gameObject.SetActive(false);
count = count + 1;
SetCountText ();
audio.Play ();
}
if (other.gameObject.tag == "PickUp2")
{
other.gameObject.SetActive(false);
count2 = count2 + 1;
SetCountText2 ();
audio.Play ();
}
}
void SetCountText ()
{
countText.text = "Count: " + count.ToString();
if (count >= 35)
{
winText.text = "YOU WIN THIS ROUND!";
winText2.text = "Maybe you missed something? Maybe there is a secret somewhere? (ツ)";
restartText.text = "Press 'R' for Restart";
restart = true;
nextLevel.text = "Press 'F' for NextLevel";
NextLevel = true;
}
}
void SetCountText2 ()
{
countText2.text = "Count2: " + count.ToString ();
if (count2 >= 1)
{
secretpickup.text = "Wow you found a secret. Press 'Q' for secret Level";
NextLevel2 = true;
}
}
void UpdateTime ()
{
timeCount.text = "time " + Time.deltaTime;
}
}
iv add void SerCountText2 and all that so i pretty much copied the first one and put 2’s on the end so they dont collide but my problem is i go and pick up a normal cube and it adds up like its meant to but when i pick up my other cube with tag PickUp2 if will add how many normal cubes i have picked up and add it on Counttext2.text
Anyway to have 2 different counts?