Alternate for Different Scoring

For the challenge slide I took a different approach. I was trying to do some pre-planning based on the distance of the targets, (just as in the lecture) figuring that when a target is a certain distance away from the player, a greater score would be earned. I, however, thought of this as a boolean, in that I can later trigger a 3-pointer if the target is at least a certain distance away and would call a different method in the scorekeeper. Below is my code for the DetectScore and ScoreKeeper scripts based on the conditions of the boolean (currently public). To register 3-pointers, drag a prefab target into the scene and tick the Is Three Pointer check box to set it to True:

DetectScore.cs

using UnityEngine;
using System.Collections;

public class DetectScore : MonoBehaviour {

public bool isThreePointer = false;

// Use this for initialization
void Start () {
}

// Update is called once per frame
void Update () {
}

void OnCollisionEnter (Collision collision) {
	ScoreKeeper scoreKeeper = FindObjectOfType<ScoreKeeper>();
	if (isThreePointer) {
		scoreKeeper.ThreePointer();
	} else {
	        scoreKeeper.IncrementScore();
	}
   }
}

ScoreKeeper.cs

 using UnityEngine;
 using System.Collections;

    public class ScoreKeeper : MonoBehaviour {

	int score = 0;

	// Use this for initialization
	void Start () {
	}
	
	// Update is called once per frame
	void Update () {
	}

	public void IncrementScore () {
		score ++;
		print ("Target Hit. Your score is: " + score);
	}

	public void ThreePointer () {
		score = score + 3;
		print ("Target Hit. Your score is: " + score);
	  }
    }

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