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Question by Matt 5 · Jan 25, 2012 at 07:42 PM · guitexturetimerprogress-bar

Timer progress bar

This question is related to the other I posted about the score only I want to do the same thing with a time only decreasing with textures instead of time.

Here is the timer code.

private var startTime; private var restSeconds : int; private var roundedRestSeconds : int; private var displaySeconds : int; private var displayMinutes : int;

private var oneMinuteWarningFired:boolean = false;

var countDownSeconds : int;

function Awake() { startTime = Time.time; } function LeftStatusMeter(bBarImage : Texture, eBarImage : Texture, time : int) { GUI.BeginGroup( Rect(0,0, 330, 125) ); GUI.BeginGroup( Rect( 40, 10, 218 * (time/10.0) +10, 90) ); GUI.Label( Rect(0, 0, 272, 90), eBarImage ); GUI.EndGroup();

 //Place Back Bars
 GUI.Label( Rect(40, 10, 272, 90), bBarImage );
 
 

} function OnGUI () { //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);

 //display messages or whatever here -->do stuff based on your timer
 //if (restSeconds >= 60&& !oneMinuteWarningFired)

// { // print ("One Minute Left"); // oneMinuteWarningFired = true; // } // if (restSeconds <= 0) // { // Application.LoadLevel("GameOver");

 //}

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

// displayMinutes = roundedRestSeconds / 60;

 //GUI.color = Color.black;
 //GUI.Label(Rect(298, 25, 100, 30),"TIMER:");
 //GUI.color = Color.red;
 //text = String.Format ("{0:00}:{1:00}", displayMinutes, displaySeconds); 

// GUI.Label (Rect (350, 25, 100, 30), text); }

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