Hello I am having a problem figuring out how to stop the scene from switch when I kill one enemy . I have one of my enemy score value at 40 and I also have a countdown timer in my scene . I need to access countdown timer and score manager script . What I am trying to do is have an set score the player has to reach in the scene. For example if the first level require 50 points before the countdown timer reaches zero then the player moves on to the next level . I just need to access both of those scripts. Have my countdown timer and score manager script here :
Score Script
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class ScoreManager : MonoBehaviour {
public static int score;
public Text text;
void Awake ()
{
text = GetComponent <Text> ();
score = 0;
}
void Update ()
{
text.text = "Score :" + score;
}
}
Countdown Timer Script
using UnityEngine;
using UnityEngine.UI;
public class MyClock : MonoBehaviour
{
public int Minutes = 0;
public int Seconds = 0;
private Text m_text;
private float m_leftTime;
private void Awake()
{
m_text = GetComponent<Text>();
m_leftTime = GetInitialTime();
}
private void Update()
{
if (m_leftTime > 0f)
{
// Update countdown clock
m_leftTime -= Time.deltaTime;
Minutes = GetLeftMinutes();
Seconds = GetLeftSeconds();
// Show current clock
if (m_leftTime > 0f)
{
m_text.text = "Time : " + Minutes + ":" + Seconds.ToString("00");
}
else
{
// The countdown clock has finished
m_text.text = "Time : 0:00";
}
}
}
private float GetInitialTime()
{
return Minutes * 60f + Seconds;
}
private int GetLeftMinutes()
{
return Mathf.FloorToInt(m_leftTime / 60f);
}
private int GetLeftSeconds()
{
return Mathf.FloorToInt(m_leftTime % 60f);
}
}