Exemple #1
0
 public void startSessionCountdown()
 {
     counterElapsedTime    = 0;
     counterElapsedSeconds = 0;
     counterLimitValue     = 3;
     counterStage          = CounterStage.PreCount;
     this.gameObject.SetActive(true);
 }
Exemple #2
0
    // Update is called once per frame
    void Update()
    {
        if (counterStage != CounterStage.Inactive)
        {
            counterElapsedTime   += Time.deltaTime;
            circleElapsedTime    += Time.deltaTime;
            counterElapsedSeconds = (int)(counterElapsedTime % 60);
            circleElapsedSeconds  = (int)(circleElapsedTime % 60);

            if (counterStage == CounterStage.PreCount)
            {
                if (counterElapsedSeconds == counterLimitValue)
                {
                    counterElapsedTime    = 0;
                    counterElapsedSeconds = 0;
                    counterLimitValue     = 5;
                    counterStage          = CounterStage.Count;
                    countdownNumber.SetActive(true);
                }
            }
            else if (counterStage == CounterStage.Count)
            {
                if (counterElapsedSeconds == counterLimitValue)
                {
                    counterStage          = CounterStage.Inactive;
                    counterElapsedTime    = 0;
                    counterElapsedSeconds = 0;
                    timerManagerScript.StartTimer();
                    countdownNumber.SetActive(false);
                    this.gameObject.SetActive(false);
                    //call start on the other side
                }
                //Update text
                if (countdownNumber.GetComponent <Text>().text != (counterLimitValue - counterElapsedSeconds).ToString())
                {
                    countdownNumber.GetComponent <Text>().text = (counterLimitValue - counterElapsedSeconds).ToString();
                    BeepAudio.Play();
                }
            }

            if (circleElapsedSeconds == circleLimitValue)
            {
                whiteCircle.SetActive(!whiteCircle.activeSelf);
                circleElapsedTime    = 0;
                circleElapsedSeconds = 0;
            }
        }
    }