// Method for showing waiting timer before shrinking public void ShowWaitingTime(Zone.Timer timer) { TimeText.text = "ZONE SHRINKS IN: \n" + "<b><color=red>" + (timer.EndTime - timer.CurrentTime).ToString("F0") + "</color></b>"; if (timer.EndTime - timer.CurrentTime < 5 && init) { init = false; for (int i = 0; i < zone.ZoneCircles.Count; i++) { float dif = maxST - minST; float prct = (float)(zone.ZoneCircles.Count - i) / (zone.ZoneCircles.Count); float st = dif * prct + minST; if (i == zone.ZoneCircles.Count - 1) { zone.ZoneCircles[i].ShrinkingTime = 0; } else { zone.ZoneCircles[i].ShrinkingTime = st; } } } if (timer.EndTime - timer.CurrentTime <= 0) { wpm.zoneCenter = zone.ZoneCircles[zone.CurStep].PositionAndRadius.Position; wpm.RefreshWaypoints(); } }
// Method for showing waiting timer before shrinking public void ShowWaitingTime(Zone.Timer timer) { TimeText.text = "ZONE SHRINKS IN: \n" + "<b><color=red>" + (timer.EndTime - timer.CurrentTime).ToString("F0") + "</color></b>"; }
// Method for clearing text on end of last circle/step public void EndOfLastStep(Zone.Timer timer) { TimeText.text = ""; }
// Method for showing shrinking timer public void ShowShrinkingTime(Zone.Timer timer) { TimeText.text = "<color=red>" + "ZONE SHRINKING: \n <b>" + (timer.EndTime - timer.CurrentTime).ToString("F0") + "</b></color>"; }
// Update is called once per frame public void UpdateZone(Zone.Timer timer) { transform.position = Zone.Instance.NextSafeZone.Position; transform.localScale = Vector3.one * Zone.Instance.NextSafeZone.Radius * 2; }