Check with an int Increase 1

Hi, I have a little problem,
I want to Check When Int increases by 1 to add 100 to the score
EXAMPLE

if ((int)PhotonNetwork.player.customProperties[“Kills”] + 1){
money =+ 100;
}

IN CLASS:

private int oldValue;
private int myNumber;

IN Start:

oldValue = myNumber = whateverValue;

IN Update:

if (myNumber == oldValue + 1)
{
// do whatever
oldValue = myNumber;

}

Here’s a nice overly-complicated answer:

I’m assuming player.customProperties is a Dictionary<string,object> or something similar. A clean way of doing this without needing to check every frame would be to add a property indexer on player itself. If the player is responsible for keeping track of money, then it can just stop there:

class Player {
  private Dictionary<string, object> customProperties;

  public object this[string key] {
    get {
      return customProperties[key];
    }
    set {
      var oldValue = customProperties.ContainsKey(key) ? customProperties[key] : null;
      customProperties[key] = value;
      if (key == "Kills") {
        money += ((int)value - (int)oldValue) * 100;
      }
   }
}

player.customProperties["Kills"] becomes player["Kills"] whenever you are modifying its value.

Otherwise, if another class is required to track money, then include a custom event callback to notify the observer. For example:

class Player {
  public delegate void CustomPropertyChangeCallback(string key, object oldValue, object newValue);
  public event CustomPropertyChangeCallback CustomPropertyChanged;
  private Dictionary<string, object> customProperties;

  public object this[string key] {
    get {
      return customProperties[key];
    }
    set {
      var oldValue = customProperties.ContainsKey(key) ? customProperties[key] : null;
      customProperties[key] = value;
      if (CustomPropertyChanged != null)
        CustomPropertyChanged(key, oldValue, newValue);
    }
  }
}

And then in your class that keeps track of Money:

class MoneyTracker {
  void Start() {
    PhotonNetwork.player.CustomPropertyChanged += PropertyChanged;
  }
  void OnDestroy() {
    //Clean up after ourselves in case we are destroyed before Player is.
    PhotonNetwork.player.CustomPropertyChanged -= PropertyChanged;
  }
  private void PropertyChanged(string key, object oldValue, object newValue) {
    if (key == "Kills") {
      int delta = (int)newValue - (int)oldValue;
      if (delta > 0) {
        money += delta * 100;
      }
    }
  }
}