Time object will implement the game's clock functionality in this level. If the time ever reaches zero, this class will display the mission failed pop up. Recall that the source of the added pressure this time around is the clock ticking down to zero. We want this because a little pressure makes the game fun and encourages cognitive flow. Perform the following steps to create the
TimeScript.cs. Add an instance of it to a new GameObject of type
GUITexton the left-hand side of the screen opposite the score. Note, this is done by adjusting the PixelOffset field of the
GUITextcomponent, and not by moving the transform (this is one of the few exceptions to the rule ...