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Question by Bionicsonic · Nov 23, 2017 at 11:26 PM · timetimertimer countdown

How can I make this timer become longer over time? (When I click it memorizes then finishes it increases wait time)

 private float msToWait = 5000.0f;
 private Button button;
 private ulong lastClick;
 private Text timer;
 private float counter = 1000.0f;

 private void Start(){
     button = GetComponent<Button>();
     lastClick = ulong.Parse(PlayerPrefs.GetString("LastClick"));
     timer = GetComponentInChildren<Text>();
     if(!IsClickReady())
         button.interactable = false;
 }

 private void Update(){
     if(!button.IsInteractable()){


         if (IsClickReady()){
             button.interactable = true;
             timer.text = "Ready!";    
             return;
         }
         //Set Timer
         ulong diff = ((ulong)DateTime.Now.Ticks - lastClick);
         ulong m = diff / TimeSpan.TicksPerMillisecond;
         float secondsLeft = (float)(msToWait - m) / 1000.0f;

         string r = "";
         //Hours
         r += ((int)secondsLeft / 3600).ToString()+"h ";
         secondsLeft -= ((int)secondsLeft / 3600)*3600;
         //Minutes
         r += ((int)secondsLeft / 60).ToString("00")+"m ";
         //Seconds
         r += ((int)secondsLeft % 60).ToString("00")+"s"; ;
         timer.text = r;
     }
 }

 public void Click(){
     lastClick = (ulong)DateTime.Now.Ticks;
     PlayerPrefs.SetString("LastClick",DateTime.Now.Ticks.ToString());
     button.interactable = false;

     // This is where you can give rewards
 }

 private bool IsClickReady(){
     ulong diff = ((ulong)DateTime.Now.Ticks - lastClick);
     ulong m = diff / TimeSpan.TicksPerMillisecond;
     float secondsLeft = (float)(msToWait + counter - m ) / 1000.0f; //Has to be a float value not an int value

     if(secondsLeft < 0){
         timer.text = "Ready!";
         return true;
     }
     return false;
 }

}

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