highscore problem (PlayerPrefs), helpme please ..

hi guys, i need your help… i want to make highscore in the same scene… but why my last score before lose its not same with highscore total ? and i want my highscore, is score after my character died from OnTriggerEnter? i use this script for my game… any correct? i really need your help?

    using UnityEngine;
    using System.Collections;
    
    public class CharControlBaruLagi1 : MonoBehaviour {
    
    public TextMesh DistanceUI;
    public TextMesh DistanceAkhir;
	
    
    float playerScore = 0;
    int score =0;
    
    void Update()
    {
    	playerScore += Time.deltaTime;
    	DistanceUI.GetComponent<TextMesh>().text = ""+(int)(playerScore*1);
    }
    
    void OnDisable()
    {
    	PlayerPrefs.SetInt("Score",(int)playerScore);
    }
    	
    public void IncreaseScore(int amount)
    {
    	playerScore += amount;
    }
    	
    void FixedUpdate() 
    {	
    	score = PlayerPrefs.GetInt("Score");
    	DistanceAkhir.GetComponent<TextMesh>().text = ""+score;
    }
    
    }

Really couldn’t make much out of your question…But if you are looking for saving your highscore using Playerprefs, you really don’t need to push it in Update().

    public class CharControlBaruLagi1 : MonoBehaviour {
     
        public TextMesh DistanceUI;
        float highScore ;
        float score ;
    
        void Start( )
        {
          GetHighScore();
        }
    
       void GetHighScore()
       {
         highScore = PlayerPrefs.GetFloat("Score");
       }
    
        void Update()
        {
          // here your score updation logic can work , if really required in Update( )
          if(Player == live)
          {
              score += Time.deltaTime;
              UpdateScoreGUI(score);
          }
       }
        
        void UpdateScoreGUI(float _score)
        {
            DistanceUI.text = _score.ToString();
        }
    
       void OnTriggerEnter(Collider other)
       {
         // Player death logic here..
    
        if(player == dead)
        {
           if(score > highScore )
             PlayerPrefs.SetFloat("Score",score);
        }
       
       /* You can easily call  GetHighScore( ) before your gameplay starts again after player 
          death or else just below will also do */
         GetHighScore();   // Not mandatory,depends upon your game logic 
        }
       }