【发布时间】:2014-10-25 15:57:06
【问题描述】:
我的计时器代码:
#pragma strict
private var initialtime : float;
private var texttime : String;
var CountMinutes : int;
var CountSeconds : int;
private var restseconds : int;
private var minutes : int;
private var seconds : int;
var guitime : float;
function Start () {
initialtime=Time.time;
CountSeconds = CountSeconds + (CountMinutes*60);
}
function OnGUI () {
guitime = Time.time - initialtime;
restseconds = CountSeconds - guitime;
seconds = restseconds%60;
minutes = restseconds/60;
texttime = String.Format("{0}:{1}",minutes, seconds);
GetComponent(GUIText).text = texttime;
if(seconds <=0 && minutes <=0)
{
//Pause the game
Time.timeScale = 0;
DontDestroyOnLoad(GameObject.Find("Diamond"));
Application.LoadLevel("Score");
}
我在另一个加载新场景的对象上有这个脚本,然后在那个场景中有一个按钮可以让我再次回到计时器场景,然后当我在计时器场景中时,计时器就不会移动。我不明白为什么。但是还有另一个按钮可以加载另一个场景,如果我返回计时器场景,计时器会正常工作。有没有人有任何想法?谢谢
【问题讨论】:
标签: scripting unity3d unityscript countdowntimer