Latest

6/recent/ticker-posts

Countdown timer for unity c#

Unity Countdown Timer C# flexible

Copy and paste the below code into the unity C# script and attach it to the Text object. You can customize the code according to your project as it's very flexible.


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

public class SC_CountdownTimer : MonoBehaviour
{
public enum CountdownFormatting { DaysHoursMinutesSeconds, HoursMinutesSeconds, MinutesSeconds, Seconds };
public CountdownFormatting countdownFormatting = CountdownFormatting.MinutesSeconds; //Controls the way the timer string will be formatted
public bool showMilliseconds = true; //Whether to show milliseconds in countdown formatting
public double countdownTime = 600; //Countdown time in seconds

Text countdownText;
double countdownInternal;
bool countdownOver = false;

// Start is called before the first frame update
void Start()
{
countdownText = GetComponent<Text>();
countdownInternal = countdownTime; //Initialize countdown
}

void FixedUpdate()
{
if (countdownInternal > 0)
{
countdownInternal -= Time.deltaTime;

//Clamp the timer value so it never goes below 0
if (countdownInternal < 0)
{
countdownInternal = 0;
}

countdownText.text = FormatTime(countdownInternal, countdownFormatting, showMilliseconds);
}
else
{
if (!countdownOver)
{
countdownOver = true;

Debug.Log("Countdown has finished running...");

//Your code here...
}
}
}

string FormatTime(double time, CountdownFormatting formatting, bool includeMilliseconds)
{
string timeText = "";

int intTime = (int)time;
int days = intTime / 86400;
int hoursTotal = intTime / 3600;
int hoursFormatted = hoursTotal % 24;
int minutesTotal = intTime / 60;
int minutesFormatted = minutesTotal % 60;
int secondsTotal = intTime;
int secondsFormatted = intTime % 60;
int milliseconds = (int)(time * 100);
milliseconds = milliseconds % 100;

if (includeMilliseconds)
{
if (formatting == CountdownFormatting.DaysHoursMinutesSeconds)
{
timeText = string.Format("{0:00}:{1:00}:{2:00}:{3:00}:{4:00}", days, hoursFormatted, minutesFormatted, secondsFormatted, milliseconds);
}
else if (formatting == CountdownFormatting.HoursMinutesSeconds)
{
timeText = string.Format("{0:00}:{1:00}:{2:00}:{3:00}", hoursTotal, minutesFormatted, secondsFormatted, milliseconds);
}
else if (formatting == CountdownFormatting.MinutesSeconds)
{
timeText = string.Format("{0:00}:{1:00}:{2:00}", minutesTotal, secondsFormatted, milliseconds);
}
else if (formatting == CountdownFormatting.Seconds)
{
timeText = string.Format("{0:00}:{1:00}", secondsTotal, milliseconds);
}
}
else
{
if (formatting == CountdownFormatting.DaysHoursMinutesSeconds)
{
timeText = string.Format("{0:00}:{1:00}:{2:00}:{3:00}", days, hoursFormatted, minutesFormatted, secondsFormatted);
}
else if (formatting == CountdownFormatting.HoursMinutesSeconds)
{
timeText = string.Format("{0:00}:{1:00}:{2:00}", hoursTotal, minutesFormatted, secondsFormatted);
}
else if (formatting == CountdownFormatting.MinutesSeconds)
{
timeText = string.Format("{0:00}:{1:00}", minutesTotal, secondsFormatted);
}
else if (formatting == CountdownFormatting.Seconds)
{
timeText = string.Format("{0:00}", secondsTotal);
}
}

return timeText;
}
}

Post a Comment

0 Comments