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Added Tempo functionality #79

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8 changes: 8 additions & 0 deletions Assets/Prefabs/Timer.meta

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71 changes: 71 additions & 0 deletions Assets/Prefabs/Timer/TimerManager.cs
Original file line number Diff line number Diff line change
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using System;
using Mirror;

public class TimerManager : NetworkBehaviour
{
public float timeValue;
public float startTime = 10;
private TMP_Text timeText;
public GameObject timeUI;
public CharacterController character;
// private bool shouldRunTimer = true;
// Update is called once per frame

void Start()
{
//character = FindObjectOfType<CharacterController>();
timeValue = startTime;
timeText = timeUI.GetComponent<TMP_Text>();
InvokeRepeating("RunTimer", 0, 1);
}

void RunTimer()
{
if (timeValue > 0)
{
timeValue -= 1;
}
else if (timeValue <= 5 && timeValue > 0)
{
Handheld.Vibrate();
timeValue -= 1;
}
else
{
if (isServer)
{
character.CommandDie();
}
timeValue += startTime;
// Kill the character and restart
}
DisplayTime(Mathf.Floor(timeValue));
}

void DisplayTime(float timeToDisplay)
{
timeText.text = timeToDisplay.ToString();
}

void Update()
{
/* if (character.SpawnModeActivated)
{
shouldRunTimer = false;
}
else
{
shouldRunTimer = true;
}

if (shouldRunTimer)
{
RunTimer();
}
*/
}
}
11 changes: 11 additions & 0 deletions Assets/Prefabs/Timer/TimerManager.cs.meta

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251 changes: 251 additions & 0 deletions Assets/Prefabs/Timer/TimerUI.prefab
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7 changes: 7 additions & 0 deletions Assets/Prefabs/Timer/TimerUI.prefab.meta

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