Added start countdown
Small UI changes Fixed initialization order for the GameManager
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73
Assets/Scripts/Countdown.cs
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73
Assets/Scripts/Countdown.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class Countdown : MonoBehaviour
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{
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public float seconds = 3;
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public bool lockControls = true;
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public AudioClip tickSound;
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public AudioClip startSound;
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public AudioSource audioSource;
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public GameObject[] enableOnZero;
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public GameObject[] disableOnZero;
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public string finalText = "Go!";
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public float finalTextScreentime = 0.5f; //How long should we display the final text
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public Text uiText;
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public float remaining;
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// Start is called before the first frame update
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void Start()
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{
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if (this.lockControls)
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{
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GameObject.FindGameObjectWithTag("GameManager").GetComponent<GameManager>().LockControls(this.seconds);
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}
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this.remaining = this.seconds;
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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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int second = (int)Mathf.Ceil(this.remaining);
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this.UpdateText(second);
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if(this.remaining <= 0)
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{
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this.ProcessGameObjects(this.enableOnZero, true);
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this.ProcessGameObjects(this.disableOnZero, false);
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}
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if(this.remaining <= -finalTextScreentime)
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{
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this.uiText.gameObject.SetActive(false);
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this.enabled = false;
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}
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this.remaining -= Time.deltaTime;
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}
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private void UpdateText(int second)
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{
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string newText = this.remaining > 0 ? second.ToString() : this.finalText;
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if(newText != this.uiText.text)
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{
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this.uiText.text = newText;
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this.audioSource.PlayOneShot(newText == this.finalText ? this.startSound : this.tickSound);
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}
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}
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private void ProcessGameObjects(GameObject[] objectList, bool enable)
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{
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for (int i = 0; i < objectList.Length; i++)
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{
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objectList[i].SetActive(enable);
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}
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}
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}
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