- Home /
              This post has been wikified, any user with enough reputation can edit it. 
            
 
             
               Question by 
               Alp-Giray-Savrum · Sep 09, 2013 at 02:19 PM · 
                timestaticvaluetimer-scriptstatic variables  
              
 
              Static Variable Doesn't Change ?
Hello Unity Community. I'm very anixous about a code :S There's a code i translate form C# to .js
 #pragma strict
 
         ///////////////////////////////////////////////////////////
         
             var    startTime : float;
         
             var restSeconds : float;
         
             var roundedRestSeconds : int;
         
             var displaySeconds : float;
         
             var displayMinutes : float;
         
             var timeLeft : float;                    
                                                                 
             static var countDownSeconds : int = 15;                    
             
             var timeText : String;
                                                                                                     
         ///////////////////////////////////////////////////////////        
         
         function Start() 
         
         {        
             startTime = Time.deltaTime;                            
         }
         
         ///////////////////////////////////////////////////////////
         
         function OnGUI () 
         
         {
         
                 timeLeft = Time.time - startTime;
                 
                 restSeconds = countDownSeconds - (timeLeft);
                 
                 roundedRestSeconds = Mathf.CeilToInt(restSeconds);
                 
                 displaySeconds = roundedRestSeconds % 60;
                 
                 displayMinutes = (roundedRestSeconds / 60) %60;
         
                 timeText = (displayMinutes.ToString() + ":");
                 
                 ///////////////////////////////////////////////////////////
                 
                 if (displaySeconds > 9)
                 {
                 
                     timeText = timeText + displaySeconds.ToString();
                 
                 }
                 else
                 {    
                 
                     timeText = timeText + "0" + displaySeconds.ToString();
                 
                 }
                 
                 var textMesh : TextMesh = gameObject.GetComponent(TextMesh);
                 
                 textMesh.text = timeText.ToString();
                 
                 
                 
         }
everthing is fine with code but I've assigned 2 more codes from outside.
First one is ;
 #pragma strict
 
     
     var gameOver : GameObject;
     
     
 
     function Start () {
 
         yield WaitForSeconds(15);
     
         Time.timeScale = 0;
         
         gameOver.active = true;
         
     }
wait 15 seconds than stop whole game time. so it works fine too.
but when i try to reset counter time with this code ;
 #pragma strict
 
 var isSaveDucks = false ;
 
 
 
 var GameOver : GameObject;
 
 
 function OnMouseDown()
 {
 
 if (isSaveDucks) {
 
     Application.LoadLevel(2);
 }
 
 if(!isSaveDucks) {
     
     CountPoints.Score = 0;
     
     Timer.countDownSeconds = 15;
     
     Application.LoadLevel(Application.loadedLevel);
     
     Time.timeScale = 1;
         
 }
 
 }
It does'nt work :( I must do this so please help me ! I'm Stuck.
(P.S. I'm 14 years old sorry for my bad english :/ )
               Comment
              
 
               
              The original C# code is this :
     public class TimerScript : $$anonymous$$onoBehaviour {
     private float startTime;
     private float restSeconds;
     private int roundedRestSeconds;
     private float displaySeconds;
     private float display$$anonymous$$inutes;
     public int CountDownSeconds=120;
     private float Timeleft;
     string timetext;
      
      
     // Use this for initialization
      
     void Start ()
     {
     startTime=Time.deltaTime;
      
     }
      
     void OnGUI()
     {
      
     Timeleft= Time.time-startTime;
      
     restSeconds = CountDownSeconds-(Timeleft);
      
     roundedRestSeconds=$$anonymous$$athf.CeilToInt(restSeconds);
     displaySeconds = roundedRestSeconds % 60;
     display$$anonymous$$inutes = (roundedRestSeconds / 60)%60;
      
     timetext = (display$$anonymous$$inutes.ToString()+":");
     if (displaySeconds > 9)
     {
     timetext = timetext + displaySeconds.ToString();
     }
     else
     {
     timetext = timetext + "0" + displaySeconds.ToString();
     }
     GUI.Label(new Rect(650.0f, 0.0f, 100.0f, 75.0f), timetext);
     }}`
Your answer
 
 
             Follow this Question
Related Questions
recharging value? 0 Answers
Timer ends game 1 Answer
How do I stop 'timeSinceLevelLoad' without pausing entire game? 2 Answers
how to keep static variables or 2d array value 0 Answers
How Would I Change This To Read Within A Time Range? 1 Answer
 koobas.hobune.stream
koobas.hobune.stream 
                       
               
 
			 
                