I am fairly new to Unity and C# and am having some trouble. I am designing a 2d game, which has multiple levels. Each level contains a LevelManager which stores whether the leve
You can create a ScoreManager
script to store scores of each level using PlayerPrefs and attach this script to a GameObject in the first scene.
public class ScoreManager: MonoBehavior {
public static ScoreManager Instance;
const string LEVEL_KEY = "SCORE_";
const string MAX_LEVEL_KEY = "MAX_LEVEL";
public static int MAX_LEVEL {
get { return PlayerPrefs.GetInt(MAX_LEVEL_KEY, 1); }
set {
if(value > MAX_LEVEL) {
PlayerPrefs.SetInt(MAX_LEVEL_KEY, value);
}
}
}
void Awake() {
if(Instance != null) {
Destroy(this.gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(this);
}
public void SaveScore(int level, float score) {
PlayerPrefs.SetFloat(LEVEL_KEY + level, score);
MAX_LEVEL = level;
}
public float GetScore(int level) {
return PlayerPrefs.GetFloat(LEVEL_KEY + level, 0);
}
public bool IsLevelUnlocked(int level) {
// You can write your own level-unlock logic here.
return level <= MAX_LEVEL;
}
...
}
Then you can just call its functions and properties from other scripts.
...
public void GameOver() {
ScoreManager.Instance.SaveScore(level, score);
}
...
Having all LevelManger scripts with DontDestroyOnLoad will cause a memory leak and sometimes it will affect the game performance.