using UnityEngine; using System.Collections; public class BattleClock { private float timeLeftUpdateTime; public float _timeLeft = -1f; public float timeLeft { set{ _timeLeft = value; timeLeftUpdateTime = GameTime.time; } get{ if(freeTimeLeft > 0) return _timeLeft; float currentTimeLeft = _timeLeft - (GameTime.time - timeLeftUpdateTime); return Mathf.Max(0, currentTimeLeft); } } private float freeTimeLeftUpdateTime; private float _freeTimeLeft = -1f; public float freeTimeLeft { set{ _freeTimeLeft = value; freeTimeLeftUpdateTime = GameTime.time; } get{ float currentFreeTimeLeft = _freeTimeLeft - (GameTime.time - timeLeftUpdateTime); return Mathf.Max(0, currentFreeTimeLeft); } } }