Countdown increasing when you kill an enemy
I'm making a sniper game and when the time is over it finishes but what i want is to increase the time by 10 seconds when I kill an enemy, this is my countdown script:
var Minutes = 1;
function Start(){
yield WaitForSeconds(Minutes * 60);
Application.LoadLevel("Inicio");
}
Answer by Davirtuoso · Apr 23, 2017 at 06:31 PM
If you are adjusting the amount of time the system will 'wait' for, It may be tricky to use yield WaitForSeconds. Instead it might be better to use an if statement looking at Time.realtimeSinceStartup and have a variable to hold the current time allowance and the start time. For example something like:
var TimeToGo = 60;
function Start(){
var StartTime = Time.realtimeSinceStartup;
While((StartTime + TimeToGo) > Time.realtimeSinceStartup)
{ }
Application.LoadLevel("Inicio");
}
Then you put some code into your enemies that whenever they are killed they add 10 to 'TimeToGo'. This way, the system is always checking against the updated version of the time remaining.
I haven't tested this code so it may have problems, but i hope it gives you an idea of how to solve your issue.
The code doesn't work but it's a good idea, the problem is that i don't know how to write code...
Answer by LoneWolfSwat · Apr 24, 2017 at 12:05 AM
This is my first answer: What you should probably do is using C# and this command:
public class SecondsToSurvive : MonoBehaviour {
public float Countdown;
public int TimePerKill;
public bool Kill;
public bool Lose;
void Start {
Lose = false;
//This bool must be true when the countdown reach 0.
Countdown = 60;
//Seconds
Kill = false;
//A boolean variable, we'll use it later. This boolean must be true
// when you get a kill
TimePerKill = 10;
//Seconds added per kill
}
void Update () {
Countdown -= 1 * Time.deltaTime;
//Countdown will be decreased 1 time per every second.
if(Countdown <= 0) {
Lose = true;
//If you have 0 or less seconds, you lose
}
if(Kill == true) {
Countdown += TimePerKill;
//10 seconds added when you got a kill.
Kill = false;
//Then, no more seconds are added.
}
}
I've fixed the code but when the time finishes it does nothing. How can I load the Game Over scene when the time is over?
The line 20. It says:
if(Countdown <= 0) {
Lose = true;
//If you have 0 or less seconds, you lose
}
Let delete "Lose". Save your "$$anonymous$$ainScene", or your "PlayScene" (The scene where the player can shoot enemies and all the stuff). Then, go to Build Settings, in the top bar, at "Files". Press on: "Add scene". If this is your first scene you should know what I'm talking about. Now, add a new scene called "LoseScene". Add all the stuff you want and save it. Go to build settings, add the scene. I repeat, if this is your first time you're doing this, then "PlayScene" must be 0, and "LoseScene" must be 1. Replace this command:
if(Countdown <= 0) {
Application.LoadScene("LoseScene");
//If you have 0 or less seconds, it will start loading the "Game Over" scene.
}
Now it says:
GameOver.cs(27,45): error CS0117:
UnityEngine.Application' does not contain a definition for
LoadScene'
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