//update the peace time text to display the current peace time: public void Update(float currTime) { if (timeText == null || currTime <= 0.0f) { return; //do not proceed if the peace time text is not assigned or the peace time is invalid } timeText.text = RTSHelper.TimeToString(currTime); }
private void Update() { if (status != ScenarioStatus.active) //if the current scenario isn't active { return; } string nextDescription = currMissionDescription; if (currTimeCondition.survivalTimeEnabled) //if survival time is enabled for the current mission { if (currTimeCondition.survivalTime <= 0.0f) //survival time is done { scenario.GetMission(currMissionID).Complete(); //complete the mission since the player survived for the assigned time return; } //keep displaying the remaining survival time and run the timer as well nextDescription += "\nSurvival Time: " + RTSHelper.TimeToString(currTimeCondition.survivalTime); currTimeCondition.survivalTime -= Time.deltaTime; } if (currTimeCondition.timeLimitEnabled) //if time limit (time to finish the mission before it is forfeited) is enabled { //if the time limit is already over: if (currTimeCondition.timeLimit <= 0.0f) { OnFailed(); //scenario hasn't been successfully completed return; } //display the time limit and run the timer: nextDescription += "\nTime Left: " + RTSHelper.TimeToString(currTimeCondition.timeLimit); currTimeCondition.timeLimit -= Time.deltaTime; } //update the mission's description missionDescriptionText.text = nextDescription; }