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Question by DexPunk · Feb 12, 2017 at 05:56 PM · timer

How do I put a timer in RollerBall?

I want to give the game a time limit to be completed, and if the player doesnt get all the cubes in that window of time, the game ends and its shows a "You Lose" text. My code looks like this so far:

 using System.Collections;
 using UnityEngine.UI; 
 using UnityEngine;
 
 public class PlayerControler : MonoBehaviour {
 
     public float speed; 
     public Text countText; 
     public Text winText; 
     public Text timerText; 
 
     private Rigidbody rb;  
     private int count; 
     void Start ()
     {
         rb = GetComponent<Rigidbody> ();  
         count = 0; 
         SetCountText ();
         winText.text = ""; 
     }
         
     void FixedUpdate ()
     {
         float moveHorizontal = Input.GetAxis ("Horizontal");
         float moveVertical = Input.GetAxis ("Vertical"); 
 
         Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical); 
 
         rb.AddForce (movement * speed); 
     }
 
     void OnTriggerEnter(Collider other) 
     {
         if (other.gameObject.CompareTag ("Pick Up"))
         {    
             other.gameObject.SetActive (false); 
             count = count +  1; 
             SetCountText (); 
         }
     }
 
     void SetCountText ()
     {
         countText.text = "Count: " + count.ToString (); 
         if (count >= 14) 
         {
             winText.text = "You Win!"; 
 
         }
 
     }
 
 }
 

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Answer by karadag · Feb 13, 2017 at 07:20 AM

Please check this code.

 using System.Collections;
 using UnityEngine.UI;
 using UnityEngine;
 
 public class PlayerControler : MonoBehaviour
 {
 
     public float speed;
     public Text countText;
     public Text winText;
     public Text timerText;
 
     private Rigidbody rb;
     private int count;
     private bool gameFinish = false;
 
     public float gameTimer = 60;
 
     void Start()
     {
         rb = GetComponent<Rigidbody>();
         count = 0;
         SetCountText();
         winText.text = "";
     }
 
     void FixedUpdate()
     {
         gameTimer -= Time.deltaTime;
 
         if(gameFinish)
         { 
         float moveHorizontal = Input.GetAxis("Horizontal");
         float moveVertical = Input.GetAxis("Vertical");
 
         Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
 
         rb.AddForce(movement * speed);
         }
 
         if(gameTimer<0 || count >= 14)
         {
             gameFinish = true;
             SetResultText();
         }
 
     }
 
     void OnTriggerEnter(Collider other)
     {
         if (other.gameObject.CompareTag("Pick Up"))
         {
             other.gameObject.SetActive(false);
             count = count + 1;
             SetCountText();
         }
     }
 
     void SetCountText()
     {
         countText.text = "Count: " + count.ToString();
     }
 
     void SetResultText()
     {
         if (count >= 14)
         {
             winText.text = "You Win!";
         }
         else
         {
             winText.text = "You Lose!!!!";
         }
 
     }
 
 }
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