Hello Unity Community. I'm very anixous about a code :S There's a code i translate form C# to .js
#pragma strict
///////////////////////////////////////////////////////////
var startTime : float;
var restSeconds : float;
var roundedRestSeconds : int;
var displaySeconds : float;
var displayMinutes : float;
var timeLeft : float;
static var countDownSeconds : int = 15;
var timeText : String;
///////////////////////////////////////////////////////////
function Start()
{
startTime = Time.deltaTime;
}
///////////////////////////////////////////////////////////
function OnGUI ()
{
timeLeft = Time.time - startTime;
restSeconds = countDownSeconds - (timeLeft);
roundedRestSeconds = Mathf.CeilToInt(restSeconds);
displaySeconds = roundedRestSeconds % 60;
displayMinutes = (roundedRestSeconds / 60) %60;
timeText = (displayMinutes.ToString() + ":");
///////////////////////////////////////////////////////////
if (displaySeconds > 9)
{
timeText = timeText + displaySeconds.ToString();
}
else
{
timeText = timeText + "0" + displaySeconds.ToString();
}
var textMesh : TextMesh = gameObject.GetComponent(TextMesh);
textMesh.text = timeText.ToString();
}
everthing is fine with code but I've assigned 2 more codes from outside.
First one is ;
#pragma strict
var gameOver : GameObject;
function Start () {
yield WaitForSeconds(15);
Time.timeScale = 0;
gameOver.active = true;
}
wait 15 seconds than stop whole game time. so it works fine too.
but when i try to reset counter time with this code ;
#pragma strict
var isSaveDucks = false ;
var GameOver : GameObject;
function OnMouseDown()
{
if (isSaveDucks) {
Application.LoadLevel(2);
}
if(!isSaveDucks) {
CountPoints.Score = 0;
Timer.countDownSeconds = 15;
Application.LoadLevel(Application.loadedLevel);
Time.timeScale = 1;
}
}
It does'nt work :( I must do this so please help me ! I'm Stuck.
(P.S. I'm 14 years old sorry for my bad english :/ )
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