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Question by Lolifius · May 22, 2014 at 03:03 PM · 2djavascriptcountdown

How to stop a function and start a countdown in a 2D game?

Hi everybody !

I'm making a little game with 2D objects (box, square, circles, etc...) appearing when I click. I have this code actually making things work : everytime I use the mouseclick a Gameobject is created from the array list in the inspector.

     //Changed to an array of objects assign as many as you have in inspector
     var boxes : GameObject[];
     var boxCounter : int;
      
     function Update()
     {
     if(Input.GetMouseButtonDown(0))//Checks to see if left mouse button was clicked.
     {
     CreateBox();
     }
     }
      
     function CreateBox()
     {
     var mousePos : Vector2 = Input.mousePosition;
      
     //Depth you want the center of the object to be is z which I used zero
     var boxPos : Vector3 = camera.ScreenToWorldPoint(mousePos.x, mousePos.y, 0);
      
     //I used the perfab box's rotation here but you can enter what you'd like as a euler using Quaternion.Euler(x,y,z)
     Instantiate(boxes[boxCounter], boxPos, boxes[boxCounter].transform.rotation);
      
     //This will increment if there are more boxes or reset to 0 if it is the last one.
     if(boxCounter == boxes.length-1)
     {
     boxCounter = 0;
     }else{
     boxCounter ++;
     }
     }
 

But now I want a countdown to start when all the Gameobject are in the game and no other gameobject to come in the game. Actually the counter restart at 0 and you can put Gameobjects again and again. The idea is, when all the Gameobjects are in the game the countdown starts and after 8 seconds for example it is win. I tried something like if BoxCounter = 0 stop the function but it isn't working very well. Any other ideas?

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avatar image Lolifius · May 23, 2014 at 08:43 AM 0
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Anyone can help on the countdow plz :)

avatar image Tiras69 · May 23, 2014 at 09:22 AM 1
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You can use a coroutine : http://docs.unity3d.com/Documentation/$$anonymous$$anual/Coroutines.html and each loop you may return WaitForSecond http://docs.unity3d.com/Documentation/ScriptReference/WaitForSeconds.html this will give you something like that: (in c#)

 IEnumerator Countdown(int time)
 {
    for(int i = 0 ; i < time ; i++){
       // Your custom Draw Counter function.
       DrawCounter(time - i);
       yield return new WaitForSecond(1);
    }
    // You can do other things here when the counter reach 0.
    CustomRestartFunction();
 }

I think after that you could call StartCoroutine(Countdown) in your condition . Read carfully the documentation because I think the javascript code may change

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Answer by Rasa · May 23, 2014 at 10:43 AM

 void Update()

{

 float TimeAfterBoxes = 0.0f;
 (GameObject.Find("GameObjectWitGUIText")).guiText.text = "CountDown : " + TimeAfterBoxes; // This will show the Countdown time
 if(boxCounter == boxes.length-1)//Based on No. of Boxes You need.
 { 
 TimeAfterColliding += Time.deltaTime;
 if( TimeAfterColliding > 8.00f)
 {  WIN  Concept HERE ;   }
 }

You can use Time.FixedDeltaTime instead of Time.deltaTime for Speed Update.

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