Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by helder227 · Nov 21, 2016 at 05:11 AM · c#timer countdownpickups

I try to add a timer pickup to my countdowmTimer the trigger its work and destroy the object but no time add

Well the code there is no errors the trigger destroy the object but not adding the time I realy appreciate any help to finish my script pls. This Is My Code

 using UnityEngine;
 using System.Collections;
 
 public class CountDownTimer : MonoBehaviour {
 
     float timeRemaining = 60.0f;
 
     public void addTime()
     {
 
         timeRemaining = 60.00f;
     }
 
     public void taketime()
     {
 
         timeRemaining -= 10.00f;
     }
     void Update () {
         timeRemaining -= Time.deltaTime;
     }
     
 
     void OnGUI(){
         if(timeRemaining > 0){
             GUI.Label(new Rect(325, 30, 200, 50), 
                       "Time Remaining : " +timeRemaining);
         }
         else{
             Application.LoadLevel ("Game Over");
         }
     }
     
 
     void OnTriggerEnter(Collider other)
     {
         // The switch statement checks what tag the other gameobject is, and reacts accordingly.
         switch(other.gameObject.tag)
         {
 
         case "TimePickup":
 
             Invoke("addTime", 3f);
             break;
         case "TimeOut":
             Invoke("addTime", 3f);
             break;
         }
         // Finally, this line destroys the gameObject the player collided with.
         Destroy (GameObject.FindWithTag("TimePickup"));
     }
     
 
 }
Comment
Add comment · Show 6
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image romatallinn · Nov 21, 2016 at 05:33 AM 0
Share

The script is not quite well constructed, but I dont see any errors so far. Try to put Debug.Log to switch statement, to function addTime and look where is the problem. $$anonymous$$ake sure that your object really has a tag "TimePickup" and really has a trigger, but not a collider.

So, about the debugging. Try to use something like this and see which marks will be shown:

    float timeRemaining = 60.0f;
  
      public void addTime()
      {
          Debug.Log("$$anonymous$$ark 2");
          timeRemaining = 60.00f;
      }
  
      public void taketime()
      {
  
          timeRemaining -= 10.00f;
      }
      void Update () {
          timeRemaining -= Time.deltaTime;
      }
      
  
      void OnGUI(){
          if(timeRemaining > 0){
              GUI.Label(new Rect(325, 30, 200, 50), 
                        "Time Remaining : " +timeRemaining);
          }
          else{
              Application.LoadLevel ("Game Over");
          }
      }
      
  
      void OnTriggerEnter(Collider other)
      {
          // The switch statement checks what tag the other gameobject is, and reacts accordingly.
          switch(other.gameObject.tag)
          {
  
          case "TimePickup":
              Debug.Log("$$anonymous$$ark 1");
              Invoke("addTime", 3f);
              break;
          case "TimeOut":
              Invoke("addTime", 3f);
              break;
          }
          // Finally, this line destroys the gameObject the player collided with.
          Destroy (GameObject.FindWithTag("TimePickup"));
      }
avatar image helder227 · Nov 21, 2016 at 07:38 AM 0
Share

Well I Have Try Like You Say But Its Show Nothing

avatar image romatallinn helder227 · Nov 21, 2016 at 08:46 AM 0
Share

Then it means that the problem is more likely not in the script, since the switch statement does not produce case expression. As I mentioned earlier, the problem might be in the tag or in the trigger.

avatar image helder227 helder227 · Nov 21, 2016 at 12:22 PM 0
Share

i have verify the tag it s ok and i have rigid body and boxcolider as trigger

avatar image brunocoimbra helder227 · Nov 21, 2016 at 12:34 PM 0
Share

You should not post comment as an answer and should NOT mark it as the correct answer as well...

avatar image helder227 brunocoimbra · Nov 21, 2016 at 12:46 PM 0
Share

Sorry For That I am New, What I can Do If I Need To Continue That Discuss?

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by brunocoimbra · Nov 21, 2016 at 04:01 PM

Possible problems:

  1. The collided object isn't tagged properly.

  2. Player doesn't have a collider attached.

  3. The collided object doesn't have a collider attached.

  4. Player doesn't have a rigidbody.

  5. Neither player's collider and the collided object's collider have the "isTrigger" box checked.

  6. That script isn't attached to the Player.

Hope that helps.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

262 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Variable not resetting on keyup 1 Answer

Where and how should I stop the counter when the while loop is ended ? 0 Answers

Latching Toggle Button Help 2 Answers

How to get a countdown timer with values entered by the player 0 Answers

How Do I Instantiate Multiple Coins Once The Enemy Dies? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges