// Use this for initialization void Start() { player = FindObjectOfType <PlayerBehaviour>(); paused = false; Time.timeScale = 1f; pauseMenu.SetActive(false); endTime.SetActive(false); delaycpy = delay; if (delaycpy % 60 > 0) { m = (int)delaycpy / 60; delaycpy -= m * 60; s = (int)delaycpy; } //Debug.Log(m + " - " + s); current = imgs[player.index]; index = player.index; current.color = new Color(1, 0, 0); iMenu.SetActive(false); Goal.GetComponent <Text>().text = score + " / " + maxScore; Won.SetActive(false); deltaT = Time.deltaTime; }
// Update is called once per frame void Update() { Debug.Log(deltaT); if (Input.GetKeyDown(KeyCode.Escape)) { isPaused(); deltaT = 0; } else { deltaT = Time.deltaTime; } //Counter if (m >= 0) { s -= deltaT; if (s <= 0) { m--; s = 60; } } else if (m <= 0) { Time.timeScale = 0f; timer.SetActive(false); endTime.SetActive(true); } //Power Up time. if (player.isPwrdUp) { powerUp.SetActive(true); powerUp.GetComponent <Text>().text = "Ends in... " + (int)player.pwrDelay; } else { powerUp.SetActive(false); } if (player.isHit) { damaged.SetActive(true); damaged.GetComponent <Text>().text = "Pain ends in..." + (int)player.hitDelay; } else { damaged.SetActive(false); } //State system if (index != player.index) { for (int i = 0; i < imgs.Length; i++) { imgs[i].color = Color.white; } index = player.index; } else { current = imgs[player.index]; current.color = new Color(0.8f, 0.4f, 0.2f); } //imgs timer.GetComponent <Text>().text = "Time: " + (int)m + ": " + (int)s; Goal.GetComponent <Text>().text = score + " / " + maxScore; if (score == maxScore) { Time.timeScale = 0f; Won.SetActive(true); } }