How to keep certain TEXT information when reloading a level?

Hi! first of all, i am newbie with this… i would like to know how can i keep an text showing up, after i picked up an item, on the screen even when i reset the level of the game - it’s a rogue like game.

this is the code im using:

using UnityEngine;
using System.Collections;
using UnityEngine.UI;    //Allows us to use UI.
using UnityEngine.SceneManagement;

namespace Completed
{
    //Player inherits from MovingObject, our base class for objects that can move, Enemy also inherits from this.
    public class Player : MovingObject
    {
        public float restartLevelDelay = 1f;        //Delay time in seconds to restart level.
        public int pointsPerFood = 10;                //Number of points to add to player food points when picking up a food object.
        public int pointsPerSoda = 20;                //Number of points to add to player food points when picking up a soda object.
        public int pointsPerEsfera = 1;
        public int wallDamage = 1;                    //How much damage a player does to a wall when chopping it.
        public Text foodText;                        //UI Text to display current player food total.
        public Text countText;
        public Text winText;

        public Text win1Text; ------ this 7 texts i want to keep showing up after the level reset
        public Text win2Text; ------ this 7 texts i want to keep showing up after the level reset
        public Text win3Text; ------ this 7 texts i want to keep showing up after the level reset
        public Text win4Text; ------ this 7 texts i want to keep showing up after the level reset
        public Text win5Text; ------ this 7 texts i want to keep showing up after the level reset
        public Text win6Text; ------ this 7 texts i want to keep showing up after the level reset
        public Text win7Text; ------ this 7 texts i want to keep showing up after the level reset

        public AudioClip moveSound1;                //1 of 2 Audio clips to play when player moves.
        public AudioClip moveSound2;                //2 of 2 Audio clips to play when player moves.
        public AudioClip eatSound1;                    //1 of 2 Audio clips to play when player collects a food object.
        public AudioClip eatSound2;                    //2 of 2 Audio clips to play when player collects a food object.
        public AudioClip drinkSound1;                //1 of 2 Audio clips to play when player collects a soda object.
        public AudioClip drinkSound2;                //2 of 2 Audio clips to play when player collects a soda object.
        public AudioClip gameOverSound;                //Audio clip to play when player dies.
        public AudioClip pokeSound;

        [SerializeField] Image showImage;
        int maxEsfera = 7;

:frowning: