// Update is called once per frame void Update() { TimeRemaining -= Time.deltaTime; float minutes = Mathf.FloorToInt(TimeRemaining / 60); float seconds = Mathf.FloorToInt(TimeRemaining % 60); TimerText.text = "Time Remaining: " + minutes + ":" + seconds; time += Time.deltaTime; Points.text = "Points: " + Mathf.Round(score); if (time >= TimeLimit) { ShuffleNumbers(); //ShuffleSigns(); time = 0; TimeLimit -= 0.075f; } for (int i = 0; i < dropdowns.Length; i++) { if (awnser[i] == dropdownValues[i] && TimeRemaining > 0) { Debug.Log("Yes"); score += 1f / 60f; } else { Debug.Log("No"); //if (scoreMultiplier > 0) //{ // scoreMultiplier -= 1; //} } } //Debug.Log(operaterDropdownValue[0]); Debug.Log(dropdownValues[2]); Debug.Log(awnser[2]); if (TimeRemaining <= 0.0f) { TimerText.gameObject.SetActive(false); ResultScreen.SetActive(true); Points.gameObject.SetActive(false); if (score < 50) { OK.SetActive(true); } else if (score > 150) { Great.SetActive(true); } else { Good.SetActive(true); } } }
// Update is called once per frame void Update() { if (counter == Arrows) { ComboText.gameObject.SetActive(false); DancingPlayer.SetActive(false); ResultScreen.SetActive(true); if (combo < 50) { OK.SetActive(true); } else if (combo > 100) { Great.SetActive(true); } else { Good.SetActive(true); } } ComboText.text = "Combo: " + combo; }