void OnTriggerEnter() { TimerDisplay.stopTimer(); PlayerPrefs.SetFloat("EndTime", TimerDisplay.globaltime); PlayerPrefs.SetInt("New", 100); Application.LoadLevel(Scences.EndScreen); }
private void Awake() { Instance = this; timer = GetComponent <Timer>(); textMesh = GetComponent <TextMeshProUGUI>(); }
private void ImPlayingButtonClickEventHandler(object sender, RoutedEventArgs e) { TaskbarItemInfo.ProgressState = TaskbarItemProgressState.Normal; TaskbarItemInfo.ProgressValue = 0; _timerMode = TimerMode.Play; TimerDisplay.Invoke(x => x.ResetWorkTimer()); }
// Use this for initialization void Start() { comp_spawner = GetComponent <ObjectSpawner>(); comp_gameOver = GetComponent <GameOverMenu>(); comp_timeDisplay = GetComponent <TimerDisplay>(); for (int i = 0; i < obstacles_num; i++) { comp_spawner.SpawnObjects(1, obstacles_array[Random.Range(0, obstacles_array.Length)]); } comp_spawner.SpawnObjects(cow_num, cow_obj); comp_spawner.SpawnObjects(1, farmer_obj); bonus_TimeTarget = (float)bonus_everySecs; bonus_Text.gameObject.SetActive(false); enabled = false; if (GetComponent <Countdown>()) { GetComponent <Countdown>().StartCountdown(delegate { StartTheGamePlay(); }); } else { StartTheGamePlay(); } }
/// <summary> /// Permet d'afficher un texte donné dans une couleur donnée pendant un temps donné. Après quoi le texte et la couelru d'origine seront rétablis. /// </summary> /// <param name="text">Texte à afficher momentanément</param> /// <param name="during">Durée d'affichage du texte (ms)</param> /// <param name="color">Couleur du texte affiché momentanément</param> public void ShowText(String text, int during = 2000, Color?color = null) { PreviousColor = ForeColor; PreviousText = Text; if (color.HasValue) { ForeColor = color.Value; } Text = text; if (TimerDisplay != null) { if (TimerDisplay.Enabled) { TimerDisplay.Stop(); } TimerDisplay.Dispose(); } TimerDisplay = new Timer(); TimerDisplay.Interval = during; TimerDisplay.Tick += new EventHandler(TimerDisplay_Tick); TimerDisplay.Enabled = true; TimerDisplay.Start(); }
void TimerDisplay_Tick(object sender, EventArgs e) { ForeColor = PreviousColor; Text = PreviousText; TimerDisplay.Stop(); Text = ""; }
void Start() { isPaused = false; canPause = false; time = GameObject.Find("Timer").GetComponent <TimerDisplay>(); raceSet = GameObject.Find("raceSet"); trackingScoreIncaseOfRestart = ScoreDisplay.score; }
void difficulty(object sender, int Mines, Size size) { ignore = false; Random random = new Random(); timer1.Enabled = false; ResetDisplay(TimerDisplay); TimerDisplay.Refresh(); MNU_Beginner.Checked = false; MNU_Intermediate.Checked = false; MNU_Expert.Checked = false; MNU_Custom.Checked = false; UpdateMines(Mines); ((MenuItem)sender).Checked = true; changeDim(size.Height, size.Width); Settings.Default.StartSize = size; Settings.Default.StartMines = Mines; Settings.Default.Save(); counter = 0; for (int y = 0; y < size.Height; y++) { for (int x = 0; x < size.Width; x++) { GameTableArray[x, y] = State.Empty; } } for (int i = 0; i < Settings.Default.StartMines; i++) { int x, y; do { y = 0; x = random.Next(0, (size.Height * size.Width) - 1); while (x >= size.Width) { y++; x -= size.Width; } } while (GameTableArray[x, y] == State.Mine); GameTableArray[x, y] = State.Mine; } for (int y = 0; y < size.Height; y++) { for (int x = 0; x < size.Width; x++) { if (GameTableArray[x, y] != State.Mine) { GameTableArray[x, y] = (State)placeNumber(new Point(x, y), size); } } } }
protected void OnEnable() { m = GetComponent<Missile>(); td = FindObjectOfType<TimerDisplay>(); timerReadout = td.wir; rigid = GetComponent<Rigidbody2D>(); timer = 0; if (td.control != null) td.control.IsVisible = false; timerActive = true; if(RadarController.RC != null) RadarController.RC.radar.target = this.gameObject; }
IEnumerator GameOverPart2() { yield return(new WaitForSeconds(2.0f)); float highscore = float.Parse(BLINDED_SaveData.GetValue("playerBestTime", "0")) / 100.0f; comp_gameOver.Show(TimerDisplay.MakeTimeString(time_duration), TimerDisplay.MakeTimeString(highscore), extra_Life != null); if (time_duration > highscore) { BLINDED_SaveData.SetValue("playerBestTime", Mathf.FloorToInt(time_duration * 100.0f).ToString()); } }
////////////////////////////////////////// /// CreateTimerDisplay() /// Static function that will init a /// timer display off of an incoming /// game object. For convenience. ////////////////////////////////////////// public static void CreateTimerDisplay(GameObject i_go, float i_fTime, string i_strText) { TimerDisplay timer = i_go.GetComponent <TimerDisplay>(); if (timer) { timer.Init(i_fTime, i_strText); } else { Debug.Log("No such timer on " + i_go.name, i_go); } }
void Awake() { _timerDisplay = CreateGameObject.CreateChildGameObject <TimerDisplay>(transform).GetComponent <TimerDisplay>(); VictoryScreen = CreateGameObject.CreateChildGameObject <VictoryScreen>(transform).GetComponent <VictoryScreen>(); DefeatScreen = CreateGameObject.CreateChildGameObject <DefeatScreen>(transform).GetComponent <DefeatScreen>(); PauseMenu = CreateGameObject.CreateChildGameObject <PauseMenu>(transform).GetComponent <PauseMenu>(); PlayerData = FindObjectOfType <Player>(); _floatingTextDisplay = CreateGameObject.CreateChildGameObject <FloatingTextDisplay>(transform).GetComponent <FloatingTextDisplay>(); _chargeBar = CreateGameObject.CreateChildGameObject <ChargeBar>(transform).GetComponent <ChargeBar>(); _healthBar = CreateGameObject.CreateChildGameObject <HealthBar>(transform).GetComponent <HealthBar>(); _bestTimeDisplay = CreateGameObject.CreateChildGameObject <BestTimeDisplay>(transform).GetComponent <BestTimeDisplay>(); }
public virtual void SetupGame() { gameManager = GameManager.Instance; gameManager.LoadMap(initialMapPrefab); gameManager.CreatePlayers(); SetupPlayers(); killTracker = new KillTracker(); scoreTracker = new ScoreTracker(); GameObject canvas = GameObject.Find("Canvas"); timerDisplay = Instantiate(timerDisplayPrefab).GetComponent <TimerDisplay>(); RectTransform timerTransform = timerDisplay.GetComponent <RectTransform>(); timerDisplay.transform.SetParent(canvas.transform); timerDisplay.transform.localScale = Vector2.one; timerTransform.anchoredPosition = new Vector2(0, -40); }
private void InitialiseTimer() { _timerMode = TimerMode.Rest; var timer = new DispatcherTimer(); timer.Interval = _oneSecond; timer.Tick += (sender, e) => { switch (_timerMode) { case TimerMode.Work: TimerDisplay.Invoke(x => x.Increment()); break; case TimerMode.Play: TimerDisplay.Invoke(x => x.Decrement()); break; } }; timer.Start(); }
public string GetLostFocusTime() { string strTime = TimerDisplay.OutReadableTime(m_fLostFocusTime); return(strTime); }
void Awake() { Me = this; }
public void DecorateDoor(int index, int time, int collectibles) { doors[index].transform.GetChild(0).GetComponent <Text>().text = TimerDisplay.HumanTime(time); doors[index].transform.GetChild(1).GetComponent <Text>().text = "" + collectibles; }
// Use this for initialization void Start() { comp_leaderboard = GetComponent <FacebookFriendLeaderboard>(); Text_bestscore.text = TimerDisplay.MakeTimeString(float.Parse(BLINDED_SaveData.GetValue("playerBestTime", "0")) / 100.0f); }
public static void initialTime() { StartTime = PlayerPrefs.GetFloat("time"); TimerDisplay.startTime = StartTime; TimerDisplay.startTimer(); }
public static void startTime() { StartTime = Time.time; TimerDisplay.startTime = StartTime; TimerDisplay.startTimer(); }
void Start(){ InvokeRepeating("updateTimer", 0f, 0.1f); unitActingQueue = GetComponentInChildren<UnitActingQueue>(); if(timer == null){ timer = GameObject.Find("Unit Timer").GetComponent<TimerDisplay>(); } }
public TimerController(TimerDisplay view) { this.view = view; EventManager.Instance.onTimerUpdated += view.SetText; }