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Timer In C# and Unity
using UnityEngine;
using System.Collections;
/// <summary>
/// Descending Timer.
/// </summary>
public class Timer : MonoBehaviour
{
public string startTime = "";
public float delayTime = 1;
private string temptime;//temp time for disply only
private bool isRunning;
private bool isStarted;
public bool isDone;
public bool playAtStart;
public bool applyTimeToTextMeshes;
public TextMesh[] textmeshes;
public string doneEventName;
public GameObject doneEventObject;
void Awake ()
{
temptime = DataEncryption.Base64Encode (startTime);
ApplyToTextMeshes ();
}
void Start ()
{
if (delayTime < 0) {
delayTime = 1;
}
if (playAtStart) {
Play ();
}
}
private IEnumerator StartTimer ()
{
while (true) {
if (isRunning) {
if (temptime == null) {
break;
}
string [] decodesTime = DataEncryption.Base64Decode (temptime).Split (':');
if (decodesTime == null) {
continue;
}
int tempm = int.Parse (decodesTime [0]);//minutes
int temps = int.Parse (decodesTime [1]);//seconds
temps--;
if (temps == -1) {
temps = 59;
tempm--;
}
if (tempm == 0 && temps == 0) {
isDone = true;
isRunning = false;
if (!string.IsNullOrEmpty (doneEventName) && doneEventObject != null) {//send message when done
doneEventObject.SendMessage (doneEventName);
}
}
string strSeconds = getStringTime (temps);
string strMinutes = getStringTime (tempm);
temptime = DataEncryption.Base64Encode (strMinutes + ":" + strSeconds);
if (applyTimeToTextMeshes) {
ApplyToTextMeshes ();
}
yield return new WaitForSeconds (delayTime);
} else {
yield return 0;
}
}
}
public static string getStringTime (int value)
{
string strValue = "";
if (value < 10) {
strValue += "0";
}
strValue += value;
return strValue;
}
public void Reset ()
{
temptime = DataEncryption.Base64Encode (startTime);
}
public void Stop ()
{
StopCoroutine ("StartTimer");
isStarted = false;
isRunning = false;
}
public void Pause ()
{
isRunning = false;
}
public void Play ()
{
if (!isRunning) {
isRunning = true;
if (!isStarted) {
temptime = DataEncryption.Base64Encode (startTime);
StartCoroutine ("StartTimer");
isStarted = true;
}
}
}
private void ApplyToTextMeshes ()
{
if (textmeshes == null) {
return;
}
foreach (TextMesh tm in textmeshes) {
tm.text = CTime;
}
}
public string CTime {
get { return DataEncryption.Base64Decode (this.temptime);}
}
}
using UnityEngine;
using System.Collections;
using System;
using System.Linq;
using System.Text;
using System.Security.Cryptography;
using System.IO;
/// <summary>
/// Data encryption.
/// </summary>
public class DataEncryption : MonoBehaviour
{
//base64 encoding
public static string Base64Encode (string plainText)
{
var plainTextBytes = System.Text.Encoding.UTF8.GetBytes (plainText);
return System.Convert.ToBase64String (plainTextBytes);
}
//base64 decoding
public static string Base64Decode (string chipherText)
{
var base64EncodedBytes = System.Convert.FromBase64String (chipherText);
return System.Text.Encoding.UTF8.GetString (base64EncodedBytes);
}
//md5 encrypt
public static string MD5Encrypt (string toEncrypt, string securityKey, bool useHashing)
{
string retVal = string.Empty;
try {
byte[] keyArray;
byte[] toEncryptArray = UTF8Encoding.UTF8.GetBytes (toEncrypt);
ValidateInput (toEncrypt);
ValidateInput (securityKey);
if (useHashing) {
MD5CryptoServiceProvider hashmd5 = new MD5CryptoServiceProvider ();
keyArray = hashmd5.ComputeHash (UTF8Encoding.UTF8.GetBytes (securityKey));
hashmd5.Clear ();
} else {
keyArray = UTF8Encoding.UTF8.GetBytes (securityKey);
}
TripleDESCryptoServiceProvider tdes = new TripleDESCryptoServiceProvider ();
tdes.Key = keyArray;
tdes.Mode = CipherMode.ECB;
tdes.Padding = PaddingMode.PKCS7;
ICryptoTransform cTransform = tdes.CreateEncryptor ();
byte[] resultArray = cTransform.TransformFinalBlock (toEncryptArray, 0, toEncryptArray.Length);
tdes.Clear ();
retVal = Convert.ToBase64String (resultArray, 0, resultArray.Length);
} catch (Exception ex) {
Debug.Log (ex.Message);
}
return retVal;
}
//input validation
private static bool ValidateInput (string inputValue)
{
bool notValid = string.IsNullOrEmpty (inputValue);
if (notValid) {
Debug.Log ("Invalid Input MD5");
}
return notValid;
}
}
//usage
//1-define timer component in your class
public static Timer timerComp;//timer component reference
//2-make sure timer has been initialized in start method
IEnumerator Start ()
{
if (timerComp == null) {
timerComp = GetComponent<Timer> ();
}
timerComp.Play ();
yield return 0;
}
//3-make usage of timer
//time to stars number
public static void TimeToStarsLevel ()
{
int stars = 0;
int ctime = int.Parse (timerComp.CTime.Split (':') [1]);
if (ctime >= 25) {
stars = 3;
} else if (ctime >= 15 && ctime < 25) {
stars = 2;
} else if (ctime >= 0 && ctime < 15) {
stars = 1;
}
winStarsCount = stars;
}
//4-other usage of timer
if (!timerComp.isDone)
timerComp.Pause ();
5-timerComp.Stop ();
6-timerComp.Reset ();
//new way to handle timer
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
[DisallowMultipleComponent]
public class Timer : MonoBehaviour
{
/// <summary>
/// Text Component
/// </summary>
public Text uiText;
/// <summary>
/// The time in seconds.
/// </summary>
[HideInInspector]
public int
timeInSeconds;
/// <summary>
/// The progress reference.
/// </summary>
public Progress progress;
/// <summary>
/// Whether the Timer is running
/// </summary>
private bool isRunning;
/// <summary>
/// The time counter.
/// </summary>
private float timeCounter;
/// <summary>
/// The sleep time.
/// </summary>
private float sleepTime;
void Awake ()
{
if (uiText == null) {
uiText = GetComponent<Text> ();
}
///Start the Timer
Start ();
}
/// <summary>
/// Start the Timer.
/// </summary>
public void Start ()
{
if (!isRunning) {
timeCounter = 0;
sleepTime = 0.01f;
isRunning = true;
timeInSeconds = 0;
InvokeRepeating("Wait",0,sleepTime);
}
}
/// <summary>
/// Stop the Timer.
/// </summary>
public void Stop ()
{
if (isRunning) {
isRunning = false;
CancelInvoke();
}
}
/// <summary>
/// Reset the timer.
/// </summary>
public void Reset ()
{
Stop ();
Start ();
}
/// <summary>
/// Wait.
/// </summary>
private void Wait ()
{
timeCounter += sleepTime;
timeInSeconds = (int)timeCounter;
ApplyTime ();
if (progress != null)
progress.SetProgress (timeCounter);
}
/// <summary>
/// Applies the time into TextMesh Component.
/// </summary>
private void ApplyTime ()
{
if (uiText == null) {
return;
}
// int mins = timeInSeconds / 60;
// int seconds = timeInSeconds % 60;
// uiText.text = "Time : " + GetNumberWithZeroFormat (mins) + ":" + GetNumberWithZeroFormat (seconds);
uiText.text = timeInSeconds.ToString ();
}
/// <summary>
/// Get the number with zero format.
/// </summary>
/// <returns>The number with zero format.</returns>
/// <param name="number">Ineger Number.</param>
public static string GetNumberWithZeroFormat (int number)
{
string strNumber = "";
if (number < 10) {
strNumber += "0";
}
strNumber += number;
return strNumber;
}
}
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