Local high scores

Hi

Im trying to make a local high score system. At the moment the players score goes up from the Time.deltaTime and from collection powerups.

What i need is for when the player dies the score is saved as the highscore if it is higher than the last high score.

I have this code on the main camera in game:`float playerScore = 0;

// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {
	playerScore += Time.deltaTime;
	if (PlayerPrefs.GetInt ("highScore") >= playerScore ) {
		PlayerPrefs.SetInt ("highScore", ((int)playerScore));
			}

}

//good powerups!
public void IncreaseScore(int amount){
	playerScore += amount;

}

//bad powerups!
/*public void DecreaseScroe(int amount){
	playerScore -= amount;
	}*/

void OnDisable(){
	PlayerPrefs.SetInt ("Score", (int)( playerScore * 100));
}

void OnGUI(){
	GUI.skin = guiSkin;
	GUI.Label(new Rect(Screen.width * (4f/6.55f),Screen.height * (0.1f/6.3f),Screen.width * (5f/6.55f), Screen.height * (1f/6.3f)), "Score: " + (int)(playerScore * 100));
}`

And this one on the game over menu:`int score = 0;
int highScore = 0;

public GUISkin guiSkin;

void Start(){
	score = PlayerPrefs.GetInt ("Score");
	highScore = PlayerPrefs.GetInt ("Score");
		}
public void OnGUI(){

	//HUDScript hudScript = GetComponent<HUDScript>;
	GUI.skin = guiSkin;
	if(GUI.Button (new Rect(Screen.width * (1f/6.55f),Screen.height * (4f/6.3f),Screen.width * (1f/6.55f), Screen.height * (1f/6.3f)), "Level Select")){
		Application.LoadLevel("StorySelect");
	}
	
	GUI.Label (new Rect(Screen.width * (1f/6.55f),Screen.height * (2f/6.3f),Screen.width * (5f/6.55f), Screen.height * (2f/6.3f)), "Score: " + score);

	GUI.Label (new Rect(Screen.width * (3f/6.55f),Screen.height * (2f/6.3f),Screen.width * (5f/6.55f), Screen.height * (2f/6.3f)), "Highscore: " + highScore);
	`

Here, try this instead, fixed a couple things for you:

// Update is called once per frame
void Update () {
    playerScore += Time.deltaTime;
}
 
//good powerups!
public void IncreaseScore(int amount){
    playerScore += amount;
}
 
//bad powerups!
public void DecreaseScore(int amount){
    playerScore -= amount;
}
 
void OnDisable(){
    PlayerPrefs.SetInt ("Score", (int)( playerScore * 100));
	if (PlayerPrefs.GetInt ("highScore") <= (int)playerScore )
        PlayerPrefs.SetInt ("highScore", ((int)playerScore));
}
 
void OnGUI(){
    GUI.skin = guiSkin;
    GUI.Label(new Rect(Screen.width * (4f/6.55f),Screen.height * (0.1f/6.3f),Screen.width * (5f/6.55f), Screen.height * (1f/6.3f)), "Score: " + (int)(playerScore * 100));
}