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Question by importguru88 · May 01, 2016 at 05:30 AM · texttimer countdownsecondsminutes

How do I display text with Countdown Timer Minutes and Seconds

I trying to display the the text time with the countdown timer on scene . I gotten an error CS0119 I want the timer text to look like t$$anonymous$$s when the scene is on play Time : 2:38 , Time : 2:37 , like t$$anonymous$$s. Here is some of my code.

using UnityEngine; using System.Collections; using UnityEngine.UI; public class clock : MonoBehaviour {

   Text text;
   public int Minutes;
   public int Seconds;
 
   private float realMinutes ;
   private float realSeconds ;
 
   public void Start()
   {
        text = GetComponent <Text> ();
        realMinutes = Minutes ;
        realSeconds = Seconds ;
   }
 
  void Update () 
  { 
                  text.text = "Time:" + Time;
      realMinutes -= Time.deltaTime;
      realSeconds -= Time.deltaTime;
 
             Minutes = (int) realMinutes ;
             Seconds = (int) realSeconds ;
  }
  

}

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Answer by rober-psious · May 02, 2016 at 02:57 PM

You can try with the next class;

 using UnityEngine;
 using UnityEngine.UI;
 
 public class MyClock : MonoBehaviour
 {
     public int  Minutes = 0;
     public int  Seconds = 0;
 
     private Text    m_text;
     private float   m_leftTime;
 
     private void Awake()
     {
         m_text = GetComponent<Text>();
         m_leftTime = GetInitialTime();
     }
 
     private void Update()
     {
         if (m_leftTime > 0f)
         {
             //  Update countdown clock
             m_leftTime -= Time.deltaTime;
             Minutes = GetLeftMinutes();
             Seconds = GetLeftSeconds();
 
             //  Show current clock
             if (m_leftTime > 0f)
             {
                 m_text.text = "Time : " + Minutes + ":" + Seconds.ToString("00");
             }
             else
             {
                 //  The countdown clock has finished
                 m_text.text = "Time : 0:00";
             }
         }
     }
 
     private float GetInitialTime()
     {
         return Minutes * 60f + Seconds;
     }
 
     private int GetLeftMinutes()
     {
         return Mathf.FloorToInt(m_leftTime / 60f);
     }
 
     private int GetLeftSeconds()
     {
         return Mathf.FloorToInt(m_leftTime % 60f);
     }
 }
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avatar image Pathojen · Nov 11, 2019 at 10:03 PM 0
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I know this is old, but it still seems to work- for the most part. I can only make this work by adding minutes into the slot in the Editor. What am I missing?

avatar image dacarrera Pathojen · Nov 12, 2019 at 08:42 AM 1
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That's how it's intended to work, from the way it's made. The Minutes field is initialized at 0 and it's value is untouched in Update() and any of the methods that follows. If the value stays at 0, the if statement functionality in Update() never gets called since there's no else paired with the parent if statement.

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