my game did not QUIT when the time is over ? please help me …
private var startTime;
private var restSeconds : int;
private var roundedRestSeconds : int;
private var displaySeconds : int;
private var displayMinutes : int;
var customButton : GUIStyle;
public var countDownSeconds : int;
public var timed;
function Awake() {
startTime = Time.time;
}
function OnGUI () {
//make sure that your time is based on when this script was first called
//instead of when your game started
var guiTime = Time.time - startTime;
restSeconds = countDownSeconds - (guiTime);
//display messages or whatever here -->do stuff based on your timer
if (restSeconds == 60) {
print ("One Minute Left");
}
if (restSeconds == 0) {
print ("Time is Over");
Application.Quit();
}
//do stuff here
//display the timer
roundedRestSeconds = Mathf.CeilToInt(restSeconds);
displaySeconds = roundedRestSeconds % 60;
displayMinutes = roundedRestSeconds / 60;
timed =String.Format (“{0:00}:{1:00}”, displayMinutes, displaySeconds);
//print(timed);
text = String.Format ("{0:00}:{1:00}", displayMinutes, displaySeconds);
GUI.Label (Rect (300, 25, 100, 30), text, customButton);
}
@ztriv I'll quickly correct before someone else catches you. What you use is not Java - which is a different language - but an implementation of what could be called JavaScript. As for the # commands, they're called preprocessor directives, they're language independant and they're used to give indication to the compiler. In this case, the compiler will completely ignore the line between the #if#endif if the application is not in the Editor (just like the lines didn't exist).
– by0log1cJava is not similar to Javascript, it's a quite different language. Unity doesn't use Java (or Javascript for that matter--it's a custom language, often called Unityscript, but frequently called Javascript by Unity Technologies, which doesn't do anyone any favors).
– Eric5h5