Sandra A
0
Q:

countdown script unity

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

public class  Timer : MonoBehaviour
{
    public int timeLeft = 20;
    public Text countdownText;
    GameObject timeuptext;
    GameObject timeend;
    public int timeCountdownPlays;
    public AudioClip CountDownSound;
    public AudioSource SoundSource;
    

    
    void Start()
    {
        timeuptext = GameObject.Find("TimeUp");
        timeuptext.SetActive(false);
        timeend = GameObject.Find("Timer Text");
        StartCoroutine("LoseTime");
        SoundSource.clip = CountDownSound;
    }

  
    void Update()
    {
       
        countdownText.text = ("" + timeLeft);
            

        if (timeLeft <= 0)
        {
            timeuptext.SetActive(true);
            timeend.GetComponent<Text>().enabled = false;
            
        }

        if (timeLeft == timeCountdownPlays)
        {
            SoundSource.Play();
        }
            
            
        
      
       
    }

    IEnumerator LoseTime()
    {
        while (true)
        {
            yield return new WaitForSeconds(1);
            timeLeft--;
        }
    }
}
0
using System.Collections;
using System.Collections.Generic;
using System.Security.Cryptography.X509Certificates;
using UnityEngine;
using UnityEngine.UI;
public class TimerCountDown : MonoBehaviour
{
    public GameObject textDisplay;
    public int SecondsLeft = 50;
    public bool takingAway = false;

    void Start()
    {
        textDisplay.GetComponent<Text>().text = "00:" + SecondsLeft;
    }

    void Update()
    {
        if (takingAway == false && SecondsLeft > 0)
        {
            StartCoroutine(TimerTake());
        }
    }

    IEnumerator TimerTake()
    {
        takingAway = true;
        yield return new WaitForSeconds(1);
        SecondsLeft -= 1;
        if(SecondsLeft < 10)
        {
            textDisplay.GetComponent<Text>().text = "00:0" + SecondsLeft;
        }
        else
        {
            textDisplay.GetComponent<Text>().text = "00:" + SecondsLeft;
        }
        textDisplay.GetComponent<Text>().text = "00:" + SecondsLeft;
        takingAway = false;
    }
    // Start is called before the first frame update
    void FixedStart()
    {

    }

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

    }
}
-2

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