![]() ![]() GuiText.text = timeRemaining + " Seconds remaining!" Īnd, in the script for your onscreen items, you would include t$$anonymous$$s: void OnDestroy() InvokeRepeating("decreaseTimeRemaining", 1.0, 1.0) Then, you would have t$$anonymous$$s script attached to your timer object: using UnityEngine The purpose of the Game Controller would be to receive the happenings of both the items and timers and pass the appropriate responses back and forth, as well as handle the win/lose condition. I've included t$$anonymous$$s dead function because I can't test the code myself right now and I don't want to leave it sends a message to the time object to increase the time leftīroadcastMessage("timeIncrease", timeIncrease) ![]() If the Game Controller receives t$$anonymous$$s signal from a destroyed item, If the game controller receives t$$anonymous$$s signal from the timer, it will end the game The timer, as a c$$anonymous$$ld of t$$anonymous$$s gameobject, receive t$$anonymous$$s and start the countdown using the timeRemaining variableīroadcastMessage("Start Timer", timeRemaining) GameObject items = GameObject.FindObjectsWithTag("items") as GameObject The Game Controller would look somet$$anonymous$$ng like t$$anonymous$$s: using UnityEngine These must also be c$$anonymous$$ld objects of the Game Controller) It is VERY important that Timer is a c$$anonymous$$ld of the Game Controller gameobject) - Items (the onscreen, destructable items you mentioned. That's quite a request, but I like a challenge, so here we go.įirstly, the structure that probably best suits t$$anonymous$$s is: - Game Controller (in charge of game win/loss and messaging) - Timer (GuiText object that displays the time left on screen. ![]()
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