private void FixedUpdate() { if (!isPaused) { timer -= Time.deltaTime; timerDisplay.GetComponent <TextMeshProUGUI>().text = string.Format("{0:#.00}s", timer); if (timer <= 0) { onLevelFail(); } timeBar.SetTime(timer); } //For when level is loading if (asyncOpertaion != null) { if (asyncOpertaion.progress >= 0.89) { winMenu.transform.GetChild(6).gameObject.SetActive(true); Invoke("removeLoading", 2.0f); } else { } } }
void FixedUpdate() { if (gm.gameState != GameManager.GameState.GAME & gm.gameState != GameManager.GameState.RESUME) { rb.gravityScale = 0.0f; rb.velocity = Vector2.up * 0.0f; return; } animator.SetFloat("Status", 1.0f); rb.gravityScale = gravity; if (Input.GetKeyDown(KeyCode.Escape) && gm.gameState == GameManager.GameState.GAME) { gm.ChangeState(GameManager.GameState.PAUSE); } float yInput = Input.GetAxis("Vertical"); float xInput = Input.GetAxis("Horizontal"); //Thrust(xInput, yInput); if (yInput != 0 || xInput != 0) { Shoot(); } if (Input.GetAxisRaw("Jump") != 0) { animator.SetFloat("Velocity", 1.0f); GoUp(); } else { animator.SetFloat("Velocity", -1.0f); } // Timer bar if (maxGun) { if (currentTime >= 0) { currentTime -= Time.deltaTime; timeBar.SetTime(currentTime); } else { timeBar.gameObject.SetActive(false); maxGun = false; } } }
void SubtractTime(int time) { currentTime -= time; timeBar.SetTime(currentTime); }
// Use this in regular timer countdown private void UpdateHealthTimer() { _healthTimer -= Time.deltaTime; _timeBar.SetTime(_healthTimer); }