Unity Tank Tutorial Score Keeper

Using the game manager of the unity tank tutorial as a base, I’m trying to create a score counter UI that is present throughout the game. However, I’m having issues working around what’s already written and any tutorials I find for creating a score keeper are either out dated or conflict with the script.

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

namespace Complete
{
    public class GameManager : MonoBehaviour
    {
        public int m_NumRoundsToWin = 5;            // The number of rounds a single player has to win to win the game.
        public float m_StartDelay = 3f;             // The delay between the start of RoundStarting and RoundPlaying phases.
        public float m_EndDelay = 3f;               // The delay between the end of RoundPlaying and RoundEnding phases.
        public CameraControl m_CameraControl;       // Reference to the CameraControl script for control during different phases.
        public Text m_MessageText;                  // Reference to the overlay Text to display winning text, etc.
        public GameObject m_TankPrefab;             // Reference to the prefab the players will control.
        public TankManager[] m_Tanks;               // A collection of managers for enabling and disabling different aspects of the tanks.

       
        public int m_RoundNumber;                  // Which round the game is currently on.
        public WaitForSeconds m_StartWait;         // Used to have a delay whilst the round starts.
        public WaitForSeconds m_EndWait;           // Used to have a delay whilst the round or game ends.
        public TankManager m_RoundWinner;          // Reference to the winner of the current round.  Used to make an announcement of who won.
        public TankManager m_GameWinner;           // Reference to the winner of the game.  Used to make an announcement of who won.
        public int LevelLoaded;

        private GameObject LightingObject;

    


        private void Start()
        {
            // Create the delays so they only have to be made once.
            m_StartWait = new WaitForSeconds(m_StartDelay);
            m_EndWait = new WaitForSeconds(m_EndDelay);

            SpawnAllTanks();
            SetCameraTargets();

            // Once the tanks have been created and the camera is using them as targets, start the game.
            StartCoroutine(GameLoop());
        }

        private void SpawnAllTanks()
        {

            for (int i = 0; i < m_Tanks.Length; i++)
            {
                // ... create them, set their player number and references needed for control.
                m_Tanks[i].m_Instance =
                    Instantiate(m_TankPrefab, m_Tanks[i].m_SpawnPoint.position, m_Tanks[i].m_SpawnPoint.rotation) as GameObject;
                m_Tanks[i].m_PlayerNumber = i + 1;
                m_Tanks[i].Setup();
            }
        }


        private void SetCameraTargets()
        {
            // Create a collection of transforms the same size as the number of tanks.
            Transform[] targets = new Transform[m_Tanks.Length];

            // For each of these transforms...
            for (int i = 0; i < targets.Length; i++)
            {
                // ... set it to the appropriate tank transform.
                targets[i] = m_Tanks[i].m_Instance.transform;
            }

            // These are the targets the camera should follow.
            m_CameraControl.m_Targets = targets;
        }


        // This is called from start and will run each phase of the game one after another.
        private IEnumerator GameLoop ()
        {
            // Start off by running the 'RoundStarting' coroutine but don't return until it's finished.
            yield return StartCoroutine (RoundStarting ());

            // Once the 'RoundStarting' coroutine is finished, run the 'RoundPlaying' coroutine but don't return until it's finished.
            yield return StartCoroutine (RoundPlaying());

            // Once execution has returned here, run the 'RoundEnding' coroutine, again don't return until it's finished.
            yield return StartCoroutine (RoundEnding());

            // This code is not run until 'RoundEnding' has finished.  At which point, check if a game winner has been found.
            if (m_GameWinner != null)
            {
                // If there is a game winner, restart the level.
                SceneManager.LoadScene (0);
            }
            else
            {
                // If there isn't a winner yet, restart this coroutine so the loop continues.
                // Note that this coroutine doesn't yield.  This means that the current version of the GameLoop will end.
                StartCoroutine (GameLoop ());
            }
        }


        private IEnumerator RoundStarting ()
        {
            //Calling method meant to load in additive levels. Seems to work...
            LoadMapForRound();
            // As soon as the round starts reset the tanks and make sure they can't move.
            ResetAllTanks ();
            DisableTankControl ();

            // Snap the camera's zoom and position to something appropriate for the reset tanks.
            m_CameraControl.SetStartPositionAndSize ();

            // Increment the round number and display text showing the players what round it is.
            m_RoundNumber++;
            m_MessageText.text = "ROUND " + m_RoundNumber;

            // Wait for the specified length of time until yielding control back to the game loop.
            yield return m_StartWait;
        }

        //Method meant to load in additive levels.
        private void LoadMapForRound()
        {
            int mapChosen = Random.Range(2, 6);
            LevelLoaded = mapChosen;
            SceneManager.LoadScene(LevelLoaded, LoadSceneMode.Additive);
            SceneManager.LoadScene(1, LoadSceneMode.Additive);
            //Debug.Log("SceneLoaded");
        }
        //Method meant to unload levels

        private IEnumerator RoundPlaying ()
        {
            // As soon as the round begins playing let the players control the tanks.
            EnableTankControl ();

            // Clear the text from the screen.
            m_MessageText.text = string.Empty;

            // While there is not one tank left...
            while (!OneTankLeft())
            {
                // ... return on the next frame.
                yield return null;
            }
        }

        private void DestroyRoundMap()
        {
            SceneManager.UnloadSceneAsync(LevelLoaded);
            SceneManager.UnloadSceneAsync(1);
        }

        private IEnumerator RoundEnding ()
        {

            // Stop tanks from moving.
            DisableTankControl();

            // Clear the winner from the previous round.
            m_RoundWinner = null;

            // See if there is a winner now the round is over.
            m_RoundWinner = GetRoundWinner();

            // If there is a winner, increment their score.
            if (m_RoundWinner != null)
                m_RoundWinner.m_Wins++;

            // Now the winner's score has been incremented, see if someone has one the game.
            m_GameWinner = GetGameWinner();

            // Get a message based on the scores and whether or not there is a game winner and display it.
            string message = EndMessage();
            m_MessageText.text = message;

            // Wait for the specified length of time until yielding control back to the game loop.
            yield return m_EndWait;

            //Unload Maps
            DestroyRoundMap();

        }

      

        // This is used to check if there is one or fewer tanks remaining and thus the round should end.
        public bool OneTankLeft()
        {
            // Start the count of tanks left at zero.
            int numTanksLeft = 0;

            // Go through all the tanks...
            for (int i = 0; i < m_Tanks.Length; i++)
            {
                // ... and if they are active, increment the counter.
                if (m_Tanks[i].m_Instance.activeSelf)
                    numTanksLeft++;
            }

            // If there are one or fewer tanks remaining return true, otherwise return false.
            return numTanksLeft <= 1;
        }
       
       
        // This function is to find out if there is a winner of the round.
        // This function is called with the assumption that 1 or fewer tanks are currently active.
        public TankManager GetRoundWinner()
        {
            // Go through all the tanks...
            for (int i = 0; i < m_Tanks.Length; i++)
            {
                // ... and if one of them is active, it is the winner so return it.
                if (m_Tanks[i].m_Instance.activeSelf)
                    return m_Tanks[i];
            }

            // If none of the tanks are active it is a draw so return null.
            return null;
        }


        // This function is to find out if there is a winner of the game.
        public TankManager GetGameWinner()
        {
            // Go through all the tanks...
            for (int i = 0; i < m_Tanks.Length; i++)
            {
                // ... and if one of them has enough rounds to win the game, return it.
                if (m_Tanks[i].m_Wins == m_NumRoundsToWin)
                    return m_Tanks[i];
            }

            // If no tanks have enough rounds to win, return null.
            return null;
        }


        // Returns a string message to display at the end of each round.
        private string EndMessage()
        {
            // By default when a round ends there are no winners so the default end message is a draw.
            string message = "DRAW!";

            // If there is a winner then change the message to reflect that.
            if (m_RoundWinner != null)
                message = m_RoundWinner.m_ColoredPlayerText + " WINS THE ROUND!";

            // Add some line breaks after the initial message.
            message += "\n\n\n\n";

            // Go through all the tanks and add each of their scores to the message.
            for (int i = 0; i < m_Tanks.Length; i++)
            {
                message += m_Tanks[i].m_ColoredPlayerText + ": " + m_Tanks[i].m_Wins + " WINS\n";
            }

            // If there is a game winner, change the entire message to reflect that.
            if (m_GameWinner != null)
                message = m_GameWinner.m_ColoredPlayerText + " WINS THE GAME!";

            return message;
        }



        // This function is used to turn all the tanks back on and reset their positions and properties.
        private void ResetAllTanks()
        {
            for (int i = 0; i < m_Tanks.Length; i++)
            {
                m_Tanks[i].Reset();
            }
        }


        private void EnableTankControl()
        {
            for (int i = 0; i < m_Tanks.Length; i++)
            {
                m_Tanks[i].EnableControl();
            }
        }


        private void DisableTankControl()
        {
            for (int i = 0; i < m_Tanks.Length; i++)
            {
                m_Tanks[i].DisableControl();
            }
        }
    }
}

Any assistance is much appreciated. As a note, I’m not a programmer by any means so the more detailed the explanation, the better. Please don’t be vague or post a link with no explanation.

In case it’s also needed, here’s the tank manager script which assigns tank colors and spawn points.

using System;
using UnityEngine;

namespace Complete
{
    [Serializable]
    public class TankManager
    {
        // This class is to manage various settings on a tank.
        // It works with the GameManager class to control how the tanks behave
        // and whether or not players have control of their tank in the
        // different phases of the game.

        public Color m_PlayerColor;                             // This is the color this tank will be tinted.
        public Transform m_SpawnPoint;                          // The position and direction the tank will have when it spawns.
        [HideInInspector] public int m_PlayerNumber;            // This specifies which player this the manager for.
        [HideInInspector] public string m_ColoredPlayerText;    // A string that represents the player with their number colored to match their tank.
        [HideInInspector] public GameObject m_Instance;         // A reference to the instance of the tank when it is created.
        [HideInInspector] public int m_Wins;                    // The number of wins this player has so far.
       

        private TankMovement m_Movement;                        // Reference to tank's movement script, used to disable and enable control.
        private TankShooting m_Shooting;                        // Reference to tank's shooting script, used to disable and enable control.
        private GameObject m_CanvasGameObject;                  // Used to disable the world space UI during the Starting and Ending phases of each round.


        public void Setup ()
        {
            // Get references to the components.
            m_Movement = m_Instance.GetComponent<TankMovement> ();
            m_Shooting = m_Instance.GetComponent<TankShooting> ();
            m_CanvasGameObject = m_Instance.GetComponentInChildren<Canvas> ().gameObject;

            // Set the player numbers to be consistent across the scripts.
            m_Movement.m_PlayerNumber = m_PlayerNumber;
            m_Shooting.m_PlayerNumber = m_PlayerNumber;

            // Create a string using the correct color that says 'PLAYER 1' etc based on the tank's color and the player's number.
            m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">PLAYER " + m_PlayerNumber + "</color>";

            // Get all of the renderers of the tank.
            MeshRenderer[] renderers = m_Instance.GetComponentsInChildren<MeshRenderer> ();

            // Go through all the renderers...
            for (int i = 0; i < renderers.Length; i++)
            {
                // ... set their material color to the color specific to this tank.
                renderers[i].material.color = m_PlayerColor;
            }
        }


        // Used during the phases of the game where the player shouldn't be able to control their tank.
        public void DisableControl ()
        {
            m_Movement.enabled = false;
            m_Shooting.enabled = false;

            m_CanvasGameObject.SetActive (false);
        }


        // Used during the phases of the game where the player should be able to control their tank.
        public void EnableControl ()
        {
            m_Movement.enabled = true;
            m_Shooting.enabled = true;

            m_CanvasGameObject.SetActive (true);
        }


        // Used at the start of each round to put the tank into it's default state.
        public void Reset ()
        {
            m_Instance.transform.position = m_SpawnPoint.position;
            m_Instance.transform.rotation = m_SpawnPoint.rotation;

            m_Instance.SetActive (false);
            m_Instance.SetActive (true);
        }
    }
}

Bumping thread, still haven’t found a solution.