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Question by YUNGOD · Jun 30, 2018 at 04:37 PM · c#animationscripting beginner

Run animation when countdown reaches 0

hey i am making a game in which i have 5 seconds to tap as fast as i can on the screen i have made a countdown timer but when the timer becomes 0 i want to play a animation or debug something but its not happening please help this is my script using UnityEngine;

 using UnityEngine.UI;
 using System.Collections;
 
 public class CountDown : MonoBehaviour
 {
     float timeLeft = 5.0f;
 
     public Text text;
 
 
 
     void Update()
     {
         timeLeft -= Time.deltaTime;
         text.text = "" + Mathf.Round(timeLeft);
         
     }
 }

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avatar image WinterboltGames · Jun 30, 2018 at 02:40 PM 0
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you should consider improving the formatting of your questions to make it easy for people to answer them...

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Answer by Ermiq · Jun 30, 2018 at 02:58 PM

Well, you have to check if timeLeft is zero and call some methods then. Something like this:

 using UnityEngine;
 using UnityEngine.UI;
 using System.Collections;
 
 public class CountDown : MonoBehaviour
 {
      float timeLeft = 5.0f;
      public Text text;

      void Update()
     {
          timeLeft -= Time.deltaTime;
          text.text = "" + Mathf.Round(timeLeft);
          
          //Here the game will check if time is expired
          if (Mathf.Round (timeLeft) == 0f)
          {
                // A name of a method you want to call when time is expired
                DoSomethingWhenTimeIsOver ();

                 //or do something right here
                 Debug.Log ("This is a code in Update() method");
           }
      }
      
      // This method will be called when rounded 'timeLeft' is zero
       private void DoSomethingWhenTimeIsOver ()
       {
            // Print message in Unity's debug console
            Debug.Log ("This is a code in DoSomethingWhenTimeIsOver() method");
        }
  }
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avatar image WinterboltGames · Jun 30, 2018 at 03:12 PM 0
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Also, I guess he just should use a property and an event and subscribe methods to it like this...


 public event Actio<float> TimeEnded;
 
 private float timeLeft;
 
 public float TimeLeft
 {
     get
     {
         return timeLeft;
     }
 
     set
     {
         timeLeft = value;
 
         if (value < 1f)
         {
             TimeEnded?.Invoke(value);
         }
     }
 }



 private void Start()
 {
     TimeEnded += (time) => {
         // Do something with time...
     };
 }

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Answer by WinterboltGames · Jun 30, 2018 at 02:39 PM

Use this code...

 public class Timer : MonoBehaviour
 {
     // The time left.
     public float timeLeft = 5f;
     
     // How many seconds are considered a tick?
     public float tickRate = 1f;
     
     // Counter...
     private float counter;
     
     // You don't need to make Update() public.
     private void Update()
     {
         // Check if the counter has reached the tick rate.
         if (counter >= tickRate)
         {
             // Log 'Tick!' to the console every 'tickRate' seconds...
             Debug.Log("Tick!");
             
             // reset the counter.
             counter = 0f;
         }
         
         counter += Time.deltaTime;
     }
 }

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