Trigger a Timer once player enters an object and stops when it enters another










0















I currently have this code attached to a player to start a timer that ends when I enter a trigger, but I want to make it start when I enter a trigger rather than when I start my game.



public class Timer : MonoBehaviour

public Text timerText;
private float startTime;
private bool finished = false;
private bool started = false;


void Update()

if (finished)
return;

if (started)

float t = Time.time - startTime;

string minutes = ((int)t / 60).ToString();
string seconds = (t % 60).ToString("f2");

timerText.text = minutes + ":" + seconds;



public void Finish()

finished = true;
timerText.color = Color.yellow;


void Start()

started = true;











share|improve this question




























    0















    I currently have this code attached to a player to start a timer that ends when I enter a trigger, but I want to make it start when I enter a trigger rather than when I start my game.



    public class Timer : MonoBehaviour

    public Text timerText;
    private float startTime;
    private bool finished = false;
    private bool started = false;


    void Update()

    if (finished)
    return;

    if (started)

    float t = Time.time - startTime;

    string minutes = ((int)t / 60).ToString();
    string seconds = (t % 60).ToString("f2");

    timerText.text = minutes + ":" + seconds;



    public void Finish()

    finished = true;
    timerText.color = Color.yellow;


    void Start()

    started = true;











    share|improve this question


























      0












      0








      0








      I currently have this code attached to a player to start a timer that ends when I enter a trigger, but I want to make it start when I enter a trigger rather than when I start my game.



      public class Timer : MonoBehaviour

      public Text timerText;
      private float startTime;
      private bool finished = false;
      private bool started = false;


      void Update()

      if (finished)
      return;

      if (started)

      float t = Time.time - startTime;

      string minutes = ((int)t / 60).ToString();
      string seconds = (t % 60).ToString("f2");

      timerText.text = minutes + ":" + seconds;



      public void Finish()

      finished = true;
      timerText.color = Color.yellow;


      void Start()

      started = true;











      share|improve this question
















      I currently have this code attached to a player to start a timer that ends when I enter a trigger, but I want to make it start when I enter a trigger rather than when I start my game.



      public class Timer : MonoBehaviour

      public Text timerText;
      private float startTime;
      private bool finished = false;
      private bool started = false;


      void Update()

      if (finished)
      return;

      if (started)

      float t = Time.time - startTime;

      string minutes = ((int)t / 60).ToString();
      string seconds = (t % 60).ToString("f2");

      timerText.text = minutes + ":" + seconds;



      public void Finish()

      finished = true;
      timerText.color = Color.yellow;


      void Start()

      started = true;








      unity3d






      share|improve this question















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      share|improve this question




      share|improve this question








      edited Nov 14 '18 at 7:39









      derHugo

      7,88231433




      7,88231433










      asked Nov 14 '18 at 5:28









      Derrick HenickeDerrick Henicke

      45




      45






















          1 Answer
          1






          active

          oldest

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          1














          You could do the same thing you've done with the bool finished, but instead it would be something like bool started, which returns true when the player enters the start trigger. Wrap it around the time changing code inside your Update() statement.



          Making sure the bools inside Timer are public:





          public Text timerText;
          public bool finished = false;
          public bool started = false;

          private float t = 0f;

          void Update()

          if (finished)
          return;

          if (started)
          t += Time.deltaTime;

          string minutes = ((int)t / 60).ToString();
          string seconds = (t % 60).ToString("f2");

          timerText.text = minutes + ":" + seconds;


          void Started()

          started = true;



          And then inside a trigger script, reference your Timer attached to Player.



          public class StartTrigger : MonoBehaviour 


          private GameObject player;
          private Timer timer;

          void Start()

          player = GameObject.FindWithTag("Ellen");
          if (player)
          timer = player.GetComponent<Timer>();


          void OnTriggerEnter(Collider other)

          if (other.tag == "Ellen")

          timer.Started();








          share|improve this answer

























          • I updated my new code above, but the timer doesn't start at all when I have that.

            – Derrick Henicke
            Nov 14 '18 at 5:46











          • @DerrickHenicke just to be sure, are you using OnTriggerEnter to detect triggers?

            – JTizzle
            Nov 14 '18 at 5:50











          • Yes, I have this on my triggers: public class FinishLine : MonoBehaviour private void OnTriggerEnter(Collider other) GameObject.Find("Ellen").SendMessage("Finish");

            – Derrick Henicke
            Nov 14 '18 at 5:50







          • 1





            If not started you should also return. Would be more efficient since doing the rest makes no sense when the timer isn't changing. Also Find and SendMessage are quite inefficient .. you should rather get the reference before hand (e.g. FindObjectOfType<Timer>(); and use the method directly

            – derHugo
            Nov 14 '18 at 5:56







          • 1





            @DerrickHenicke I mean: change if (started) float t = Time.time - startTime; to if(!started) return; float t = Time.time - startTime; and get the reference to the Timer before e.g. public Timer _timer; private void Awake() _timer = FindObjectOfType<Timer>(); or reference it in the inspector and later only use _timer.Started() and _timer.Finished()

            – derHugo
            Nov 14 '18 at 6:09











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          1 Answer
          1






          active

          oldest

          votes








          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          1














          You could do the same thing you've done with the bool finished, but instead it would be something like bool started, which returns true when the player enters the start trigger. Wrap it around the time changing code inside your Update() statement.



          Making sure the bools inside Timer are public:





          public Text timerText;
          public bool finished = false;
          public bool started = false;

          private float t = 0f;

          void Update()

          if (finished)
          return;

          if (started)
          t += Time.deltaTime;

          string minutes = ((int)t / 60).ToString();
          string seconds = (t % 60).ToString("f2");

          timerText.text = minutes + ":" + seconds;


          void Started()

          started = true;



          And then inside a trigger script, reference your Timer attached to Player.



          public class StartTrigger : MonoBehaviour 


          private GameObject player;
          private Timer timer;

          void Start()

          player = GameObject.FindWithTag("Ellen");
          if (player)
          timer = player.GetComponent<Timer>();


          void OnTriggerEnter(Collider other)

          if (other.tag == "Ellen")

          timer.Started();








          share|improve this answer

























          • I updated my new code above, but the timer doesn't start at all when I have that.

            – Derrick Henicke
            Nov 14 '18 at 5:46











          • @DerrickHenicke just to be sure, are you using OnTriggerEnter to detect triggers?

            – JTizzle
            Nov 14 '18 at 5:50











          • Yes, I have this on my triggers: public class FinishLine : MonoBehaviour private void OnTriggerEnter(Collider other) GameObject.Find("Ellen").SendMessage("Finish");

            – Derrick Henicke
            Nov 14 '18 at 5:50







          • 1





            If not started you should also return. Would be more efficient since doing the rest makes no sense when the timer isn't changing. Also Find and SendMessage are quite inefficient .. you should rather get the reference before hand (e.g. FindObjectOfType<Timer>(); and use the method directly

            – derHugo
            Nov 14 '18 at 5:56







          • 1





            @DerrickHenicke I mean: change if (started) float t = Time.time - startTime; to if(!started) return; float t = Time.time - startTime; and get the reference to the Timer before e.g. public Timer _timer; private void Awake() _timer = FindObjectOfType<Timer>(); or reference it in the inspector and later only use _timer.Started() and _timer.Finished()

            – derHugo
            Nov 14 '18 at 6:09
















          1














          You could do the same thing you've done with the bool finished, but instead it would be something like bool started, which returns true when the player enters the start trigger. Wrap it around the time changing code inside your Update() statement.



          Making sure the bools inside Timer are public:





          public Text timerText;
          public bool finished = false;
          public bool started = false;

          private float t = 0f;

          void Update()

          if (finished)
          return;

          if (started)
          t += Time.deltaTime;

          string minutes = ((int)t / 60).ToString();
          string seconds = (t % 60).ToString("f2");

          timerText.text = minutes + ":" + seconds;


          void Started()

          started = true;



          And then inside a trigger script, reference your Timer attached to Player.



          public class StartTrigger : MonoBehaviour 


          private GameObject player;
          private Timer timer;

          void Start()

          player = GameObject.FindWithTag("Ellen");
          if (player)
          timer = player.GetComponent<Timer>();


          void OnTriggerEnter(Collider other)

          if (other.tag == "Ellen")

          timer.Started();








          share|improve this answer

























          • I updated my new code above, but the timer doesn't start at all when I have that.

            – Derrick Henicke
            Nov 14 '18 at 5:46











          • @DerrickHenicke just to be sure, are you using OnTriggerEnter to detect triggers?

            – JTizzle
            Nov 14 '18 at 5:50











          • Yes, I have this on my triggers: public class FinishLine : MonoBehaviour private void OnTriggerEnter(Collider other) GameObject.Find("Ellen").SendMessage("Finish");

            – Derrick Henicke
            Nov 14 '18 at 5:50







          • 1





            If not started you should also return. Would be more efficient since doing the rest makes no sense when the timer isn't changing. Also Find and SendMessage are quite inefficient .. you should rather get the reference before hand (e.g. FindObjectOfType<Timer>(); and use the method directly

            – derHugo
            Nov 14 '18 at 5:56







          • 1





            @DerrickHenicke I mean: change if (started) float t = Time.time - startTime; to if(!started) return; float t = Time.time - startTime; and get the reference to the Timer before e.g. public Timer _timer; private void Awake() _timer = FindObjectOfType<Timer>(); or reference it in the inspector and later only use _timer.Started() and _timer.Finished()

            – derHugo
            Nov 14 '18 at 6:09














          1












          1








          1







          You could do the same thing you've done with the bool finished, but instead it would be something like bool started, which returns true when the player enters the start trigger. Wrap it around the time changing code inside your Update() statement.



          Making sure the bools inside Timer are public:





          public Text timerText;
          public bool finished = false;
          public bool started = false;

          private float t = 0f;

          void Update()

          if (finished)
          return;

          if (started)
          t += Time.deltaTime;

          string minutes = ((int)t / 60).ToString();
          string seconds = (t % 60).ToString("f2");

          timerText.text = minutes + ":" + seconds;


          void Started()

          started = true;



          And then inside a trigger script, reference your Timer attached to Player.



          public class StartTrigger : MonoBehaviour 


          private GameObject player;
          private Timer timer;

          void Start()

          player = GameObject.FindWithTag("Ellen");
          if (player)
          timer = player.GetComponent<Timer>();


          void OnTriggerEnter(Collider other)

          if (other.tag == "Ellen")

          timer.Started();








          share|improve this answer















          You could do the same thing you've done with the bool finished, but instead it would be something like bool started, which returns true when the player enters the start trigger. Wrap it around the time changing code inside your Update() statement.



          Making sure the bools inside Timer are public:





          public Text timerText;
          public bool finished = false;
          public bool started = false;

          private float t = 0f;

          void Update()

          if (finished)
          return;

          if (started)
          t += Time.deltaTime;

          string minutes = ((int)t / 60).ToString();
          string seconds = (t % 60).ToString("f2");

          timerText.text = minutes + ":" + seconds;


          void Started()

          started = true;



          And then inside a trigger script, reference your Timer attached to Player.



          public class StartTrigger : MonoBehaviour 


          private GameObject player;
          private Timer timer;

          void Start()

          player = GameObject.FindWithTag("Ellen");
          if (player)
          timer = player.GetComponent<Timer>();


          void OnTriggerEnter(Collider other)

          if (other.tag == "Ellen")

          timer.Started();









          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited Nov 14 '18 at 7:41









          derHugo

          7,88231433




          7,88231433










          answered Nov 14 '18 at 5:38









          JTizzleJTizzle

          1027




          1027












          • I updated my new code above, but the timer doesn't start at all when I have that.

            – Derrick Henicke
            Nov 14 '18 at 5:46











          • @DerrickHenicke just to be sure, are you using OnTriggerEnter to detect triggers?

            – JTizzle
            Nov 14 '18 at 5:50











          • Yes, I have this on my triggers: public class FinishLine : MonoBehaviour private void OnTriggerEnter(Collider other) GameObject.Find("Ellen").SendMessage("Finish");

            – Derrick Henicke
            Nov 14 '18 at 5:50







          • 1





            If not started you should also return. Would be more efficient since doing the rest makes no sense when the timer isn't changing. Also Find and SendMessage are quite inefficient .. you should rather get the reference before hand (e.g. FindObjectOfType<Timer>(); and use the method directly

            – derHugo
            Nov 14 '18 at 5:56







          • 1





            @DerrickHenicke I mean: change if (started) float t = Time.time - startTime; to if(!started) return; float t = Time.time - startTime; and get the reference to the Timer before e.g. public Timer _timer; private void Awake() _timer = FindObjectOfType<Timer>(); or reference it in the inspector and later only use _timer.Started() and _timer.Finished()

            – derHugo
            Nov 14 '18 at 6:09


















          • I updated my new code above, but the timer doesn't start at all when I have that.

            – Derrick Henicke
            Nov 14 '18 at 5:46











          • @DerrickHenicke just to be sure, are you using OnTriggerEnter to detect triggers?

            – JTizzle
            Nov 14 '18 at 5:50











          • Yes, I have this on my triggers: public class FinishLine : MonoBehaviour private void OnTriggerEnter(Collider other) GameObject.Find("Ellen").SendMessage("Finish");

            – Derrick Henicke
            Nov 14 '18 at 5:50







          • 1





            If not started you should also return. Would be more efficient since doing the rest makes no sense when the timer isn't changing. Also Find and SendMessage are quite inefficient .. you should rather get the reference before hand (e.g. FindObjectOfType<Timer>(); and use the method directly

            – derHugo
            Nov 14 '18 at 5:56







          • 1





            @DerrickHenicke I mean: change if (started) float t = Time.time - startTime; to if(!started) return; float t = Time.time - startTime; and get the reference to the Timer before e.g. public Timer _timer; private void Awake() _timer = FindObjectOfType<Timer>(); or reference it in the inspector and later only use _timer.Started() and _timer.Finished()

            – derHugo
            Nov 14 '18 at 6:09

















          I updated my new code above, but the timer doesn't start at all when I have that.

          – Derrick Henicke
          Nov 14 '18 at 5:46





          I updated my new code above, but the timer doesn't start at all when I have that.

          – Derrick Henicke
          Nov 14 '18 at 5:46













          @DerrickHenicke just to be sure, are you using OnTriggerEnter to detect triggers?

          – JTizzle
          Nov 14 '18 at 5:50





          @DerrickHenicke just to be sure, are you using OnTriggerEnter to detect triggers?

          – JTizzle
          Nov 14 '18 at 5:50













          Yes, I have this on my triggers: public class FinishLine : MonoBehaviour private void OnTriggerEnter(Collider other) GameObject.Find("Ellen").SendMessage("Finish");

          – Derrick Henicke
          Nov 14 '18 at 5:50






          Yes, I have this on my triggers: public class FinishLine : MonoBehaviour private void OnTriggerEnter(Collider other) GameObject.Find("Ellen").SendMessage("Finish");

          – Derrick Henicke
          Nov 14 '18 at 5:50





          1




          1





          If not started you should also return. Would be more efficient since doing the rest makes no sense when the timer isn't changing. Also Find and SendMessage are quite inefficient .. you should rather get the reference before hand (e.g. FindObjectOfType<Timer>(); and use the method directly

          – derHugo
          Nov 14 '18 at 5:56






          If not started you should also return. Would be more efficient since doing the rest makes no sense when the timer isn't changing. Also Find and SendMessage are quite inefficient .. you should rather get the reference before hand (e.g. FindObjectOfType<Timer>(); and use the method directly

          – derHugo
          Nov 14 '18 at 5:56





          1




          1





          @DerrickHenicke I mean: change if (started) float t = Time.time - startTime; to if(!started) return; float t = Time.time - startTime; and get the reference to the Timer before e.g. public Timer _timer; private void Awake() _timer = FindObjectOfType<Timer>(); or reference it in the inspector and later only use _timer.Started() and _timer.Finished()

          – derHugo
          Nov 14 '18 at 6:09






          @DerrickHenicke I mean: change if (started) float t = Time.time - startTime; to if(!started) return; float t = Time.time - startTime; and get the reference to the Timer before e.g. public Timer _timer; private void Awake() _timer = FindObjectOfType<Timer>(); or reference it in the inspector and later only use _timer.Started() and _timer.Finished()

          – derHugo
          Nov 14 '18 at 6:09




















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