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Question by kuno · Oct 17, 2011 at 03:09 PM · collisiontimer

addcount can't add when collide

hi guys i having the similar problem with http://answers.unity3d.com/questions/61600/add-seconds-to-timer-countdown.html i trying to figure out for such a long time but still no avail. the script does not count up the timer while player collide it instead it continuously counting up.i know the problem got to do with function OnGUI(){ but if i put the if statement under function OnGUI(){ they only allow binary numbers not boolean.

var restSeconds : float;

private var startTime;

public var guiSkin : GUISkin;

private var roundedRestSeconds : float = 0.0; private var displaySeconds : float = 0.0; private var displayMinutes : float = 0.0;

//var addToTimeAmmount : float = 0.0; var timeActive : boolean = true;

//private var Paused : boolean = false;

var countDownSeconds : float;

//var stopTime :int

function Awake() {

startTime = Time.time;

}

function OnGUI () {

GUI.skin = guiSkin;

 //make sure that your time is based on when this script was first called
 //instead of when your game started

var guiTime = Time.time - startTime;

restSeconds = countDownSeconds - (guiTime);

// restSeconds = counDownSeconds;

 //display messages or whatever here -->do stuff based on your timer
 if (restSeconds == 60) {
     print ("One Minute Left");
     
 }
 if (restSeconds == 0) {
     print ("Time is Over");
     restSeconds = 0;
     
 

}

 //display the timer
 roundedRestSeconds = Mathf.CeilToInt(restSeconds);
 displaySeconds = roundedRestSeconds % 60;
 displayMinutes = roundedRestSeconds / 60; 

 text = String.Format ("{0:00}:{1:00}", displayMinutes, displaySeconds); 
 GUI.Label (Rect (500, 60, 300, 100), text);
 

}

//function Update(){ //restSeconds -= Time.deltaTime; //}

function OnControllerColliderHit(Hit : ControllerColliderHit) {

 if(Hit.gameObject.tag == "clock")
 {        //Enables timer
 
 timeActive = true;
 

Destroy(OnControllerColliderHit.gameObject);

 }
 

addcount();

}

function addcount() { if(timeActive)
//Enables timer {

 restSeconds += 0.30;
 

startTime = Time.time + restSeconds;
}

}

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