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Question by importguru88 · May 05, 2016 at 03:51 PM · scenescore systemtimer countdowntimer-script

How do I stop a scene from switching from switch before the Countdown timer reaches zero

Hello I am having a problem figuring out how to stop the scene from switch when I kill one enemy . I have one of my enemy score value at 40 and I also have a countdown timer in my scene . I need to access countdown timer and score manager script . What I am trying to do is have an set score the player has to reach in the scene. For example if the first level require 50 points before the countdown timer reaches zero then the player moves on to the next level . I just need to access both of those scripts. Have my countdown timer and score manager script here :

Score Script

 using UnityEngine;
 using System.Collections;
 using UnityEngine.UI;
 
 public class ScoreManager : MonoBehaviour {
 public static int score;
 public Text text;
 
     void Awake () 
     {    
         text = GetComponent <Text> ();
         score = 0;
     }
     
 
     void Update () 
     {
         text.text = "Score :" + score;
     }
 }


Countdown Timer Script

 using UnityEngine;
  using UnityEngine.UI;
  
  public class MyClock : MonoBehaviour
  {
      public int  Minutes = 0;
      public int  Seconds = 0;
  
      private Text    m_text;
      private float   m_leftTime;
  
      private void Awake()
      {
          m_text = GetComponent<Text>();
          m_leftTime = GetInitialTime();
      }
  
      private void Update()
      {
          if (m_leftTime > 0f)
          {
              //  Update countdown clock
              m_leftTime -= Time.deltaTime;
              Minutes = GetLeftMinutes();
              Seconds = GetLeftSeconds();
  
              //  Show current clock
              if (m_leftTime > 0f)
              {
                  m_text.text = "Time : " + Minutes + ":" + Seconds.ToString("00");
              }
              else
              {
                  //  The countdown clock has finished
                  m_text.text = "Time : 0:00";
              }
          }
      }
  
      private float GetInitialTime()
      {
          return Minutes * 60f + Seconds;
      }
  
      private int GetLeftMinutes()
      {
          return Mathf.FloorToInt(m_leftTime / 60f);
      }
  
      private int GetLeftSeconds()
      {
          return Mathf.FloorToInt(m_leftTime % 60f);
      }
  }

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Answer by TBruce · May 05, 2016 at 04:10 PM

@importguru88

First move everything from Awake() to Start(). Replace MyClock with the following

 using UnityEngine;
 using System.Collections;
 using UnityEngine.UI;
 
 public class MyClock : MonoBehaviour
 {
     public int Minutes = 0;
     public int Seconds = 0;
     private Text    m_text;
     private float   m_leftTime;
 
     void Start ()
     {
         m_text = GetComponent<Text>();
         m_leftTime = GetInitialTime();
 
         StartTimer();
     }
 
 
     IEnumerator StartTimer()
     {
         bool done = false;
         float decrementTime = 1.0f; // default yield time (one second)
         float timeLeft = m_leftTime;
 
         while (timeLeft > 0)
         {
             if (m_text != null)
             {
                 m_text.text = string.Format("{0:D2}:{1:D2}", (timeLeft / 60), (timeLeft % 60));
             }
             yield return new WaitForSeconds(decrementTime);
             timeLeft -= decrementTime;
         }
         yield return new WaitForSeconds(0.01f); // added this just incase
     }
 }
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avatar image TBruce · May 05, 2016 at 07:56 PM 0
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I am sorry but this

 StartTimer();

should have been this

 StartCoroutine(StartTimer());

IEnumerator StartTimer is a Coroutine and will not work without calling it with StartCoroutine().

This was my bad but I had to point this out.

avatar image importguru88 TBruce · May 05, 2016 at 08:01 PM 0
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The timer code should look like this :

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

public class $$anonymous$$yClock : $$anonymous$$onoBehaviour { public int $$anonymous$$inutes = 0; public int Seconds = 0; private Text m_text; private float m_leftTime;

  void Start ()
  {
      m_text = GetComponent<Text>();
      m_leftTime = GetInitialTime();
 

StartCoroutine(StartTimer());

}

  IEnumerator StartTimer()
  {
      bool done = false;
      float decrementTime = 1.0f; // default yield time (one second)
      float timeLeft = m_leftTime;
 
      while (timeLeft > 0)
      {
          if (m_text != null)
          {
              m_text.text = string.Format("{0:D2}:{1:D2}", (timeLeft / 60), (timeLeft % 60));
          }
          yield return new WaitForSeconds(decrementTime);
          timeLeft -= decrementTime;
      }
      yield return new WaitForSeconds(0.01f); // added this just incase
  }

}

avatar image importguru88 importguru88 · May 05, 2016 at 08:22 PM 0
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I'm getting an error CS0103 Get error : The name `GetInitialTime' does not exist in the current context . Where would I add scenes at when the player wins or loses ?

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Answer by importguru88 · May 05, 2016 at 07:13 PM

I do it like this. How would I code the Score require ?

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

public class ScoreManager : MonoBehaviour { public static int score; public Text text;

  void Start () 
  {    
      text = GetComponent <Text> ();
      score = 0;
            text.text = "Score :" + score;

  }
  
 
    
  {
      text.text = "Score :" + score;
  }





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

public class MyClock : MonoBehaviour { public int Minutes = 0; public int Seconds = 0; private Text m_text; private float m_leftTime;

  void Start ()
  {
      m_text = GetComponent<Text>();
      m_leftTime = GetInitialTime();
 
      StartTimer();
  }
 
 
  IEnumerator StartTimer()
  {
      bool done = false;
      float decrementTime = 1.0f; // default yield time (one second)
      float timeLeft = m_leftTime;
 
      while (timeLeft > 0)
      {
          if (m_text != null)
          {
              m_text.text = string.Format("{0:D2}:{1:D2}", (timeLeft / 60), (timeLeft % 60));
          }
          yield return new WaitForSeconds(decrementTime);
          timeLeft -= decrementTime;
      }
      yield return new WaitForSeconds(0.01f); // added this just incase
  }

}

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avatar image TBruce · May 05, 2016 at 07:30 PM 0
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@importguru88

Normally I would ask that you create a new question and ask this, but here is the approach that I would take

 using UnityEngine;
 using System.Collections;
 using UnityEngine.UI;
 
 public class Score$$anonymous$$anager : $$anonymous$$onoBehaviour
 {
     public int currentScore = 0;
     public Text text;
 
     void Start () 
     {    
         text = GetComponent <Text> ();
         currentScore = 0;
         UpdateScore(0);
     }
 
     void UpdateScore(int score)
     {
         currentScore += score;
         if (text != null)
         {
             text.text = "Score :" + currentScore;
         }
     }
 }

Now somewhere else you would do something along these lines

 Score$$anonymous$$anager score$$anonymous$$anager;

 score$$anonymous$$anager = gameObject.GetComponent<Score$$anonymous$$anager>(); // this may not be exactly how you get a reference to Score$$anonymous$$anager
 score$$anonymous$$anager.UpdateScore(addScoreVale);

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