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Question by Grey_Wolf9 · Oct 21, 2019 at 01:33 AM · c#unity 2dtimer

Using the timer as a condition

I am making an interactive game that uses a sensor as an input to the game. As part of my initial prototype I used the analog values from the sensor as a condition in an if statement. But now I want to use the time that the sensor is pressed for as a condition instead of the actual analog values to move the player from one position to another. I have a working timer and player script, and have attached both. This is the player controller script that takes the information from the sensor:

   using System.Collections;
     using System.Collections.Generic;
     using UnityEngine;
     using System.IO.Ports;
 
 public class PlayerController : MonoBehaviour
 {
     SerialPort sp = new SerialPort("\\\\.\\COM4", 9600);
     //player = GameObject.FindWithTag("Player").GetComponent<Renderer>().material;
 
     public float Speed;
     public Vector2 height;
     public float xMin, xMax, yMin, yMax;
 
     void Awake()
     {
         //player = GameObject.FindWithTag("Player");
     }
     void Start()
     {
         if (!sp.IsOpen)
         { // If the erial port is not open 
             sp.Open(); // Open 
         }
         sp.ReadTimeout = 250; // Timeout for reading
     }
 
     void Update()
     {
 
         if (sp.IsOpen)
         { // Check to see if the serial port is open 
             try
             {
 
                  string value = sp.ReadTo("EOL"); //Read the information
                 float amount = float.Parse(value);
                 //transform.Translate(Speed * Time.deltaTime, 0f, 0f);  //walk
 
                 if (amount > 25f)//(Input.GetKeyDown(KeyCode.Space))  //jump
                 {
                     GetComponent<Rigidbody2D>().AddForce(height, ForceMode2D.Impulse);
                 }
                 GetComponent<Rigidbody2D>().position = new Vector3
                 (
                     Mathf.Clamp(GetComponent<Rigidbody2D>().position.x, xMin, xMax),
                     Mathf.Clamp(GetComponent<Rigidbody2D>().position.y, yMin, yMax)
                 );
             }
             catch (System.Exception)
             {
 
 
             }
         }
         void ApplicationQuit()
         {
             if (sp != null)
             {
 
                 {
                     sp.Close();
                 }
             }
         }
     }
 }


This is the timer script:

 using UnityEngine;
 using System.Collections;
 using UnityEngine.UI;
 using UnityEngine.SceneManagement;
 
 public class Timer : MonoBehaviour
 {
     public int timeLeft = 5;
     public Text countdownText;
 
     // Use this for initialization
     void Start()
     {
         StartCoroutine("LoseTime");
     }
 
     // Update is called once per frame
     void Update()
     {
         countdownText.text = ("Time Left = " + timeLeft);
 
         if (timeLeft <= 0)
         {
             StopCoroutine("LoseTime");
             countdownText.text = "Times Up!";
             Invoke("ChangeLevel", 0.1f);
         }
 
     }
 
     IEnumerator LoseTime()
     {
         while (true)
         {
             yield return new WaitForSeconds(1);
             timeLeft--;
         }
 
     }
     void ChangeLevel()
     {
 
         SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
     }
 }
 

Any assistance would be most appreciated.

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