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56
Assets/otherTeam/OtherScripts/UI Scripts/Timer Manager.cs
Executable file
56
Assets/otherTeam/OtherScripts/UI Scripts/Timer Manager.cs
Executable file
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using UnityEngine;
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using TMPro;
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public class TimerManager : MonoBehaviour
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{
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[SerializeField] GameManager gameManager;
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[SerializeField] GameObject timerCanvas;
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[SerializeField] GameObject timer;
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private TextMeshProUGUI timerMesh;
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[SerializeField] GameObject winTimer;
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private TextMeshProUGUI winTimerMesh;
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[SerializeField] GameObject lostTimer;
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private TextMeshProUGUI lostTimerMesh;
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private bool switchedCanvasOn = false;
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private bool switchedCanvasOff = false;
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private float startTime;
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private float endTime;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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timerMesh = timer.GetComponent<TextMeshProUGUI>();
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winTimerMesh = winTimer.GetComponent<TextMeshProUGUI>();
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lostTimerMesh = lostTimer.GetComponent<TextMeshProUGUI>();
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timerCanvas.SetActive(false);
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}
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// Update is called once per frame
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void Update()
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{
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if (!switchedCanvasOn && gameManager.combatPhase)
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{
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timerCanvas.SetActive(true);
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switchedCanvasOn = true;
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startTime = Time.time;
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}
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if (switchedCanvasOn && !switchedCanvasOff && !gameManager.combatPhase)
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{
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timerCanvas.SetActive(false);
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switchedCanvasOff = true;
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endTime = Time.time-startTime;
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winTimerMesh.text = (((int)(endTime / 60)).ToString() + ":" + ((((int)(endTime) % 60) < 10) ? "0" : "") + ((int)(endTime) % 60).ToString());
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lostTimerMesh.text = (((int)(endTime / 60)).ToString() + ":" + ((((int)(endTime) % 60) < 10) ? "0" : "") + ((int)(endTime) % 60).ToString());
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}
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float combatTime = Time.time - startTime;
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timerMesh.text = (((int)(combatTime / 60)).ToString() + ":" + ((((int)(combatTime) % 60) < 10) ? "0" : "") + ((int)(combatTime) % 60).ToString());
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}
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}
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