2019.4 11f1, and i want it so everytime you kill a red it goes up by 1, green goes up by 4, and black (in hard mode) goes up by 8
Without having access to your code, I can only speak in generalities.
Basically, you should have a score object for which you create a function that increments the score by a given amount:
Example:
private int score = 0;
public void IncreaseScore(int points)
{
score += points
//here you should call code to update your HUD's score display
}
Now every time you kill an object, you should call the Score Object's "IncreaseScore" and pass it the correct number of points before destroying your enemy object.
So, for example, your red object would call the function by passing the amount of 1: IncreaseScore(1) and black would call the function by passing the amount of 8: IncreaseScore(8).
As to how *specifically* you call the score object's IncreaseScore function from your enemy depends on how you implemented it. And to know that, I'd need to see your code. If you'd like, you can send me the project files (or upload them to itch and send me a link to them) here: game.professor@yandex.com
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class Score : MonoBehaviour { public Text scoreDisplay; public int score = 0; public Enemy Enemy; // Update is called once per frame void Update() { scoreDisplay.text = "SCORE:" + score; } public void IncreaseScore() { if(Enemy == null) ; { score += 1; } } }
NO! You are NOT stupid.
This is an extremely common mistake. It's one you will probably make at least once on every project (multiple times for larger projects). Everyone does. It's one of many simple errors you learn to look for first so you can fix it before tweaking your code.
If you only take one thing from this experience, I want it to be learning to not get down on yourself for making simple errors and mistakes; they aren't character flaws, they're just a part of the task. NO ONE writes perfect code the first time, every coder uses a debugger.