Script for score point counting points when it shouldnt

Hi, Im new at unity and C# and english isnt my first language, so I hope its understandable.


So, Im making a game in which the player will drag and drop cards in their respective places. When he doesnt put the card in the right place, it goes back to its initial position. If he drop the card near its right place, it snaps into its slot.
I put a script for when the player drops the card at the right place, he earns 10 or 20 points. The problem is, after the player drops the first card into place, the score counter adds 10 every time he drops a card, even if its not in its right place.


I created a script “Manager” that i added to the objetic “Level manager” for the drag and drop, and put an “if” statement, like, if “nameCorrect” adds 10 points.
“Pontos” is responsable for the “if” that adds the points, “name of object Place” are the slots.
I used event trigger because of one of the many videos i watched, but i dont know if its the best solution.


Manager code:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class Manager : MonoBehaviour
{
    public GameObject titulo, publico, tempo, bse, objetivo, atividades, confirmativo, avaliacao, corretivo, tituloPlace, publicoPlace, tempoPlace, bsePlace, objetivoPlace, atividadesPlace, confirmativoPlace, avaliacaoPlace, corretivoPlace;
    Vector2 tituloInitialPos, publicoInitialPos, tempoInitialPos, bseInitialPos, objetivoInitialPos, atividadesInitialPos, confirmativoInitialPos, avaliacaoInitialPos, corretivoInitialPos;
    public AudioSource source;
    public AudioClip correct;

    bool tituloCorrect, publicoCorrect, tempoCorrect, bseCorrect, objetivoCorrect, atividadesCorrect, confirmativoCorrect, avaliacaoCorrect, corretivoCorrect = false;
    
    void Start()
    {
        tituloInitialPos = titulo.transform.position;
        publicoInitialPos = publico.transform.position;
        tempoInitialPos = tempo.transform.position;
        bseInitialPos = bse.transform.position;
        objetivoInitialPos = objetivo.transform.position;
        atividadesInitialPos = atividades.transform.position;
        confirmativoInitialPos = confirmativo.transform.position;
        avaliacaoInitialPos = avaliacao.transform.position;
        corretivoInitialPos = corretivo.transform.position;
    }

    ///PUXAR O CARD
    public void DragTitulo()
    {        titulo.transform.position = Input.mousePosition;    }

    public void DragPublico()
    {        publico.transform.position = Input.mousePosition;    }
        public void DragTempo()
    {        tempo.transform.position = Input.mousePosition;    }
    public void DragBse()
    {        bse.transform.position = Input.mousePosition;    }
    public void DragObjetivo()
    {        objetivo.transform.position = Input.mousePosition;    }
    public void DragAtividades()
    {        atividades.transform.position = Input.mousePosition;    }
    public void DragConfirmativo()
    {        confirmativo.transform.position = Input.mousePosition;    }
    public void DragAvaliacao()
    {        avaliacao.transform.position = Input.mousePosition;    }
    public void DragCorretivo()
    {        corretivo.transform.position = Input.mousePosition;    }
    //-------------------------------------------------------------------------------------------------------

    //SOLTAR O CARD
    public void DropTitulo()
    {
        float Distance = Vector3.Distance(titulo.transform.position, tituloPlace.transform.position);
        if (Distance < 50)
        {
            titulo.transform.position = tituloPlace.transform.position;
            source.clip = correct;
            source.Play();
            tituloCorrect = true;

        }
        else
        {
            titulo.transform.position = tituloInitialPos;
            source.clip = correct;
            source.Play();
        }
    }

    public void DropPublico()
    {
        float Distance = Vector3.Distance(publico.transform.position, publicoPlace.transform.position);
        if (Distance < 50)
        {
            publico.transform.position = publicoPlace.transform.position;
            source.clip = correct;
            source.Play();
            publicoCorrect = true;
        }
        else
        {
            publico.transform.position = publicoInitialPos;
            source.clip = correct;
            source.Play();
        }
    }
    public void DropTempo()
    {
        float Distance = Vector3.Distance(tempo.transform.position, tempoPlace.transform.position);
        if (Distance < 50)
        {
            tempo.transform.position = tempoPlace.transform.position;
            source.clip = correct;
            source.Play();
            tempoCorrect = true;
        }
        else
        {
            tempo.transform.position = tempoInitialPos;
            source.clip = correct;
            source.Play();
        }
    }

    public void DropBse()
    {
        float Distance = Vector3.Distance(bse.transform.position, bsePlace.transform.position);
        if (Distance < 50)
        {
            bse.transform.position = bsePlace.transform.position;
            source.clip = correct;
            source.Play();
            bseCorrect = true;
        }
        else
        {
            bse.transform.position = bseInitialPos;
            source.clip = correct;
            source.Play();
        }
    }

    public void DropObjetivo()
    {
        float Distance = Vector3.Distance(objetivo.transform.position, objetivoPlace.transform.position);
        if (Distance < 50)
        {
            objetivo.transform.position = objetivoPlace.transform.position;
            source.clip = correct;
            source.Play();
            objetivoCorrect = true;
        }
        else
        {
            objetivo.transform.position = objetivoInitialPos;
            source.clip = correct;
            source.Play();
        }
    }
    public void DropAtividades()
    {
        float Distance = Vector3.Distance(atividades.transform.position, atividadesPlace.transform.position);
        if (Distance < 50)
        {
            atividades.transform.position = atividadesPlace.transform.position;
            source.clip = correct;
            source.Play();
            atividadesCorrect = true;
        }
        else
        {
            atividades.transform.position = atividadesInitialPos;
            source.clip = correct;
            source.Play();
        }
    }
    public void DropConfirmativo()
    {
        float Distance = Vector3.Distance(confirmativo.transform.position, confirmativoPlace.transform.position);
        if (Distance < 50)
        {
            confirmativo.transform.position = confirmativoPlace.transform.position;
            source.clip = correct;
            source.Play();
            confirmativoCorrect = true;
        }
        else
        {
            confirmativo.transform.position = confirmativoInitialPos;
            source.clip = correct;
            source.Play();
        }
    }
    public void DropAvaliacao()
    {
        float Distance = Vector3.Distance(avaliacao.transform.position, avaliacaoPlace.transform.position);
        if (Distance < 50)
        {
            avaliacao.transform.position = avaliacaoPlace.transform.position;
            source.clip = correct;
            source.Play();
            avaliacaoCorrect = true;
        }
        else
        {
            avaliacao.transform.position = avaliacaoInitialPos;
            source.clip = correct;
            source.Play();
        }
    }
    public void DropCorretivo()
    {
        float Distance = Vector3.Distance(corretivo.transform.position, corretivoPlace.transform.position);
        if (Distance < 50)
        {
            corretivo.transform.position = corretivoPlace.transform.position;
            source.clip = correct;
            source.Play();
            corretivoCorrect = true;
        }
        else
        {
            corretivo.transform.position = corretivoInitialPos;
            source.clip = correct;
            source.Play();
        }
    }

    public void Pontos()
    {
        if (tituloCorrect)
        {            
            ScoreScript.scoreValue = 10;
        }

        if (publicoCorrect)
        {            
            ScoreScript.scoreValue += 10;
        }

        if (tempoCorrect)
        {            
            ScoreScript.scoreValue += 10;
        }

        if (bseCorrect)
        {            
            ScoreScript.scoreValue += 10;
        }
        if (objetivoCorrect)
        {            
            ScoreScript.scoreValue += 10;
        }

        if (atividadesCorrect)
        {            
            ScoreScript.scoreValue += 10;
        }
        if (confirmativoCorrect)
        {            
            ScoreScript.scoreValue += 10;
        }

        if (avaliacaoCorrect)
        {            
            ScoreScript.scoreValue += 20;
        }
        if (corretivoCorrect)
        {            
            ScoreScript.scoreValue += 10;
        }

        
    }

    
}

Score Points code:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;

public class ScoreScript : MonoBehaviour
{
    private int nextSceneToLoad;
    public static int scoreValue = 0;
    Text score;

    void Start()
    {
        score = GetComponent<Text>();
        nextSceneToLoad = SceneManager.GetActiveScene().buildIndex + 1;

    }

    public void selectScene()
    {
        switch (this.gameObject.name)
        {
            case "NextScene":
                SceneManager.LoadScene(nextSceneToLoad);
                break;
        }
    }

                // Update is called once per frame
                void Update()
    {
        score.text = "" + scoreValue;
        if (scoreValue >= 100)
        {
            SceneManager.LoadScene("Scene02");
        }
    }
}

Think its your not resetting the Correct variables

public void Pontos()
    {
        if (tituloCorrect)
        {
            ScoreScript.scoreValue = 10;
            tituloCorrect = false;
        }

        if (publicoCorrect)
        {
            ScoreScript.scoreValue += 10;
            publicoCorrect = false;
        }

        if (tempoCorrect)
        {
            ScoreScript.scoreValue += 10;
            tempoCorrect = false;
        }

        if (bseCorrect)
        {
            ScoreScript.scoreValue += 10;
            bseCorrect = false;
        }
        if (objetivoCorrect)
        {
            ScoreScript.scoreValue += 10;
            objetivoCorrect = false;
        }

        if (atividadesCorrect)
        {
            ScoreScript.scoreValue += 10;
            atividadesCorrect = false;
        }
        if (confirmativoCorrect)
        {
            ScoreScript.scoreValue += 10;
            confirmativoCorrect = false;
        }

        if (avaliacaoCorrect)
        {
            ScoreScript.scoreValue += 20;
            avaliacaoCorrect = false;
        }
        if (corretivoCorrect)
        {
            ScoreScript.scoreValue += 10;
            corretivoCorrect = false;
        }


    }

It worked, thank you!