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1
Question by muratdiken01 · Nov 19, 2017 at 11:54 AM · c#uitexttimer countdown

Game Over Text When Timer Ends

Hi, I made a very simple timer, and it stops at 0:0, but I want it to display "Game Over" when it hits that point. It stays at 0:0. How can I fix this?

Here is my code:

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI;

public class Timer : MonoBehaviour {

 public Text timerText;
 float minutes = 1;
 float seconds = 0;
 private float startTime;


 void Start () {
     startTime = Time.time;
 }


 void Update () {

     if (seconds == 0) {
         minutes--;
         seconds = 59;
         timerText.text = minutes.ToString () + ":" + seconds.ToString ("f0");
         Debug.Log (minutes + " " + seconds);
     } else if (seconds > 0) {
         seconds -= Time.deltaTime;
         timerText.text = minutes.ToString () + ":" + seconds.ToString ("f0");
         Debug.Log (minutes + " " + seconds);
     } 
     else if (minutes == 0 && seconds == 0) {
         timerText.text = "Game Over";
         Debug.Log ("go");

     }

 }

}

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Answer by pako · Nov 19, 2017 at 01:10 PM

Never compare floats directly, but instead use Mathf.Approximately: https://docs.unity3d.com/ScriptReference/Mathf.Approximately.html

Also, in this particular case, when seconds = 0 the first branch might execute again if (seconds == 0), so we should doing something about that, just in case. Also, since you are using seconds -= Time.deltaTime, typically seconds are reduced below 0, and this is the main cause of the problem. So, here's an Update() that works (I tested it):

     void Update()
     {
         if (minutes > 0 && Mathf.Approximately(seconds, 0))
         {
             minutes--;
             seconds = 59;
             timerText.text = minutes.ToString() + ":" + seconds.ToString("f0");
             Debug.Log(minutes + " " + seconds);
         }
         else if (seconds > 0)
         {
             seconds -= Time.deltaTime;
             timerText.text = minutes.ToString() + ":" + seconds.ToString("f0");
             Debug.Log(minutes + " " + seconds);
         }
         else if (Mathf.Approximately(minutes, 0) && seconds <= 0)
         {
             timerText.text = "Game Over";
             Debug.Log("go");
         }
     }



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Answer by Legend_Bacon · Nov 19, 2017 at 12:35 PM

Hello there,

I would not recommend using the operator "==" to compare floats, as they are not precise like integers. Instead, your 'else if' statement should probably look something like this:

  else if (minutes <= 0.0f && seconds <= 0.0f) {
          timerText.text = "Game Over";
          Debug.Log ("go");
      }



OR

  else if (Mathf.Approximately(minutes, 0.0f) && Mathf.Approximately(seconds, 0.0f) {
          timerText.text = "Game Over";
          Debug.Log ("go");
      }

Hope that helps!

~LegendBacon

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avatar image Legend_Bacon · Nov 19, 2017 at 01:07 PM 0
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Also, you should probably have a boolean that says that the game is over. Otherwise the program will keep going through the update loop, and may change the text again.

avatar image muratdiken01 · Nov 20, 2017 at 06:55 AM 0
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Yeah I figured it out like 10 seconds after posting the question but for some reason I couldn't connect to unity answers to delete the question.

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