local t = Def.ActorFrame {}; local function UpdateTime(self) local c = self:GetChildren(); for pn in ivalues(PlayerNumber) do local vStats = STATSMAN:GetCurStageStats():GetPlayerStageStats( pn ); local vTime; local obj = self:GetChild( string.format("RemainingTime" .. PlayerNumberToString(pn) ) ); if vStats and obj then vTime = vStats:GetLifeRemainingSeconds() obj:settext( SecondsToMMSSMsMs( vTime ) ); end; end; end if GAMESTATE:GetCurrentCourse() then if GAMESTATE:GetCurrentCourse():GetCourseType() == "CourseType_Survival" then -- RemainingTime for pn in ivalues(PlayerNumber) do local MetricsName = "RemainingTime" .. PlayerNumberToString(pn); t[#t+1] = LoadActor( THEME:GetPathG( Var "LoadingScreen", "RemainingTime"), pn ) .. { InitCommand=function(self) self:player(pn); self:name(MetricsName); ActorUtil.LoadAllCommandsAndSetXY(self,Var "LoadingScreen"); end; }; end for pn in ivalues(PlayerNumber) do local MetricsName = "DeltaSeconds" .. PlayerNumberToString(pn); t[#t+1] = LoadActor( THEME:GetPathG( Var "LoadingScreen", "DeltaSeconds"), pn ) .. { InitCommand=function(self) self:player(pn); self:name(MetricsName); ActorUtil.LoadAllCommandsAndSetXY(self,Var "LoadingScreen"); end; }; end end; end; t.InitCommand=cmd(SetUpdateFunction,UpdateTime); return t