public void Init() { spawnTime = SpawnDelay; State = ScavengeState.Countdown; timeRemaining = 3.99f; CountdownText.text = ""; TimerText.text = "60:00"; FrameCheckmark.SetActive(false); WheelsCheckmark.SetActive(false); SeatCheckmark.SetActive(false); HandlebarsCheckmark.SetActive(false); hasLoadedRace = false; }
private void Update() { timeRemaining -= Time.deltaTime; switch (State) { case ScavengeState.Countdown: UpdateCountdownTimer(); if (timeRemaining < 1.0f) { State = ScavengeState.InGame; timeRemaining = TotalTime; CountdownText.text = ""; } break; case ScavengeState.InGame: UpdateGameTimer(); spawnTime += Time.deltaTime; if (spawnTime >= SpawnDelay) { SpawnItem(); spawnTime = 0; } if (timeRemaining < 0.0f || HasAllNeededObjects()) { State = ScavengeState.TimeFinished; timeRemaining = 5.0f; TimerText.text = "00:00"; } break; case ScavengeState.TimeFinished: if (timeRemaining < 0.0f) { MoveToRaceScene(); } break; } }