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Question by $$anonymous$$ · Sep 08, 2017 at 11:28 PM · c#uicoroutinetimercountdown

Create a countdown in C# (inside Coroutine)

I'm making a circular countdown timer, and I already have the sprites and the stuff ready to be used. My problem is just making the timer inside a coroutine (it will be started after a level finishes loading), so I need to count X seconds inside it and display them by reducing the countdown Image fill. How do I make time count inside a coroutine and get how much time is left? (using the update function is a no because the class I'm working at is a simple scene manager)

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Answer by MacDx · Sep 09, 2017 at 12:05 AM

Maybe something like this

 public Image countdownImage;
 
 void Start()
 {
     StartCoroutine(Countdown());
 }
 
 private IEnumerator Countdown()
 {
     float duration = 3f; // 3 seconds you can change this 
     //to whatever you want
     float normalizedTime = 0;
     while(normalizedTime <= 1f)
     {
         countdownImage.fillAmount = normalizedTime;
         normalizedTime += Time.deltaTime / duration;
         yield return null;
     }
 }
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avatar image $$anonymous$$ · Sep 11, 2017 at 09:35 PM 0
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Hello. That code is working exactly has I wanted, but there is a problem that probably is simple but I'm overthinking it: how to I show the seconds remaining as text? I can change the text and all that, but can't figure out how to get the time in precise seconds... Thanks for your help.

avatar image MaxGuernseyIII $$anonymous$$ · Sep 18, 2017 at 11:59 PM 1
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This answer is still correct and you just need to change how it is expressed a little.

Ins$$anonymous$$d of normalizing the increments and tracking the normalized amount of time, track the raw amount of time and normalize it just before you assign it to fillAmount.

  private IEnumerator Countdown()
  {
      float duration = 3f; // 3 seconds you can change this to
      //to whatever you want
      float totalTime = 0;
      while(totalTime <= duration)
      {
          countdownImage.fillAmount = totalTime / duration;
          totalTime += Time.deltaTime;
          var integer = (int)totalTime; /* choose how to quantize this */
          /* convert integer to string and assign to text */
          yield return null;
      }
  }

I left to you how you would convert totalTime to the number of remaining seconds. $$anonymous$$athf has a bunch of features that can help with this, like CeilToInt, RoundToInt and FloorToInt.

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8

Answer by Kishotta · Sep 09, 2017 at 01:57 AM

Similar to MacDX's answer:

 void DoStuff () {
     // Whatever you want to happen when the countdown finishes
 }
 
 IEnumerator Countdown (int seconds) {
     int counter = seconds;
     while (counter > 0) {
         yield return new WaitForSeconds (1);
         counter--;
     }
     DoStuff ();
 }
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avatar image $$anonymous$$ · Sep 11, 2017 at 09:37 PM 0
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This answers a lot but doesn't do what I want more: set the progress bar fill amount. I know I could easily set it with the counter value, but it wouldn't be smooth, and ins$$anonymous$$d snap. How do I smooth it up? I hope you understand what I mean. Thanks.

avatar image drewjosh · Oct 31, 2020 at 07:57 PM 0
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Very simple. Thanks a lot!

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