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TimerVoting.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class TimerVoting : MonoBehaviour
{
[SerializeField] private TMP_Text TimerText;
[SerializeField] private Image TimerFill;
private int duration;
private int remainingDuration;
private Coroutine timerCoroutine;
public void StartTimer(int second)
{
duration = second;
remainingDuration = second;
timerCoroutine = StartCoroutine(UpdateTimer());
}
private IEnumerator UpdateTimer()
{
while (remainingDuration >= 0)
{
TimerText.text = $"{remainingDuration / 60:00} : {remainingDuration % 60:00}";
TimerFill.fillAmount = Mathf.InverseLerp(0, duration, remainingDuration);
remainingDuration--;
yield return new WaitForSeconds(1f);
}
CountdownEnd();
}
public void CancelTimer()
{
if (timerCoroutine != null)
{
StopCoroutine(timerCoroutine);
}
}
private void CountdownEnd()
{
Transform votingGroup = GameObject.Find("Voting_Layout_Group").transform;
List<ButtonForVoting> availableButtons = new List<ButtonForVoting>();
foreach (Transform button_for_voting in votingGroup)
{
if (button_for_voting.GetChild(1).GetComponent<Button>().interactable)
{
availableButtons.Add(button_for_voting.gameObject.GetComponent<ButtonForVoting>());
}
}
System.Random random = new System.Random();
int randomIndexFromAvailableButtons = random.Next(0, availableButtons.Count);
ButtonForVoting chosenButtonForVoting = availableButtons[randomIndexFromAvailableButtons];
chosenButtonForVoting.VoteForThisButtonEnteredAutomaticWithTimer();
gameObject.SetActive(false);
}
}