Aimbot-ParallelEnv/Assets/Script/InGame/RealTimeTimeLimitChanger.cs

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C#
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2022-10-25 19:07:39 +00:00
using System;
using UnityEngine;
using UnityEngine.UI;
public class RealTimeTimeLimitChanger : MonoBehaviour
{
public GameObject Agent;
public InputField TimeLimInputField;
public Text TimeLimPlaceholder;
public void BTPressed()
{
AgentWithGun agentWithGun = Agent.GetComponent<AgentWithGun>();
InGameMessages messenger = gameObject.GetComponent<InGameMessages>();
int timeLimit = Math.Abs(int.Parse(TimeLimInputField.GetComponent<InputField>().text));
if (TimeLimInputField.GetComponent<InputField>().text == "-")
{
// input chara not illegal
TimeLimPlaceholder.color = Color.red;
TimeLimPlaceholder.text = "Wrong Type!";
TimeLimInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox("Wrong timeLimit Type!", Message.MessageType.error);
}
else if (TimeLimInputField.GetComponent<InputField>().text == "")
{
// empty chara
TimeLimPlaceholder.color = Color.gray;
TimeLimPlaceholder.text = "TimeLim";
}
else
{
int remainTime = agentWithGun.remainTime;
// make sure new timeLimit is greater than remainTime;
if (timeLimit <= remainTime)
{
TimeLimPlaceholder.color = Color.red;
TimeLimPlaceholder.text = "Error";
messenger.SendMessagetoBox($"New time should greater than remainTime({remainTime})",Message.MessageType.error);
}
else
{
// good to go~
TimeLimPlaceholder.color = Color.gray;
TimeLimPlaceholder.text = "TimeLim";
agentWithGun.timeLimit = timeLimit;
TimeLimInputField.GetComponent<InputField>().text = "";
messenger.SendMessagetoBox($"Time Limit changed to {timeLimit}",Message.MessageType.success);
}
}
}
}