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die Skripte der anderen Szenen sollten doch alle einen direkten Zugriff auf die Timer-Variable in der der Timer-Klasse haben. Jedoch möchte ich in der 'Timer-Klasse' auch eine Update()-funktion haben. Darum sollte sie eben von MonoBehaviour ableiten...

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class mytimer_class : MonoBehaviour {
    public Button btn1, btn2;
    bool timerActive = false;
    float cntdnw = 1.0f;
    public Text disvar;

    // Use this for initialization
    void Start () {
        btn1 = GameObject.Find("start_button").GetComponent<Button>();
        btn2 = GameObject.Find("stop_button").GetComponent<Button>();

    }
    public void starttimer()
    {
        string timer_stop = PlayerPrefs.GetString("stopped_time");
        // dt = new DateTime(2021, 01, 01).AddDays(Convert.ToDouble(timer_stop));
        Debug.Log(timer_stop);
        btn2.interactable = true;
        btn1.enabled = true;
        timerActive = true;
    }

    public void stopptimer()
    {
        btn2.enabled = true;
        // startButton.enabled = false;
        timerActive = false;
        btn1.interactable = true;

    }
    // Update is called once per frame
    void Update () {
        if (timerActive == true)
        {
            cntdnw += Time.deltaTime;

            double b = System.Math.Round(cntdnw, 2);
            string dateTimeString = System.String.Format("{0:yyyy-MM-dd-hh}", b);

            var time = new DateTime(Convert.ToInt64(b));
            DateTime dt = new DateTime(2021, 01, 01).AddDays(b);

            disvar.text = dt.ToShortDateString();
            //DateTime dt = DateTime.FromOADate(b);
            // disvar.text = dt.ToShortDateString();

        }

    }
}

 

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