Game scene changed
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@@ -11,6 +11,7 @@ public class LevelGenerator : MonoBehaviour
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[SerializeField]private float spaceBetween = 1;
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[SerializeField]private float verticalSpace = 2;
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[SerializeField]private float maxLow;
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[SerializeField]private float minimumAbs = 1;
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[SerializeField]private float maxHigh;
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[SerializeField]private List<float> Levels;
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@@ -35,6 +36,13 @@ public class LevelGenerator : MonoBehaviour
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for(int i =startIndex; i < lastIndex; i++){
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float LastLevel = Levels[i-1];
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float NewLevel = LastLevel + Random.Range(-maxLow, maxHigh);
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// if(Mathf.Abs(NewLevel) < minimumAbs){
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// if(NewLevel < 0){
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// NewLevel = - minimumAbs;
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// }else{
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// NewLevel = minimumAbs;
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// }
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// }
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Levels.Add(NewLevel);
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@@ -43,8 +51,10 @@ public class LevelGenerator : MonoBehaviour
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GameObject newLevelObj = Instantiate(LevelPrefab, new Vector3(posX,posY,0), Quaternion.identity);
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spawnedLevels.Add(newLevelObj);
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newLevelObj.transform.localScale = new Vector3(newLevelObj.transform.localScale.x, Mathf.Abs(LastLevel - NewLevel),1);
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newLevelObj.transform.localScale = new Vector3(newLevelObj.transform.localScale.x,newLevelObj.transform.localScale.y,1);
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Color color = (LastLevel < NewLevel) ? Color.green : Color.red;
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// newLevelObj.transform.GetChild(0).gameObject.SetActive(LastLevel < NewLevel);
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// newLevelObj.transform.GetChild(1).gameObject.SetActive(LastLevel >= NewLevel);
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Color color2 = (LastLevel < NewLevel) ? new Color(0,0.29f,0) : new Color(0.29f,0,0);
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@@ -54,7 +64,7 @@ public class LevelGenerator : MonoBehaviour
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GameObject topObj = Instantiate(TopPrefab, new Vector3(posX, posY + verticalSpace,0), Quaternion.identity);
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topObj.transform.parent = newLevelObj.transform;
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topObj.GetComponentInChildren<SpriteRenderer>().color =color2;
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// topObj.GetComponentInChildren<SpriteRenderer>().color =color2;
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}
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}
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@@ -14,7 +14,6 @@ public class Player : MonoBehaviour
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[SerializeField]private float forwardSpeed= 0.1f;
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[SerializeField]private float jumpCooldown = 0.5f;
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[SerializeField]private float radius = 0.5f;
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[SerializeField]private Animator jumpAnim;
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[SerializeField]private Transform paralEffect;
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[SerializeField]private Vector3 paralEffectVector;
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@@ -96,7 +95,7 @@ public class Player : MonoBehaviour
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float defaultY = -100000;
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void Parallex(){
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paralEffect.Translate(paralEffectVector);
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paralEffect.position = Vector3.Lerp(paralEffect.position,new Vector3(paralEffect.position.x, defaultY),0.01f);
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// paralEffect.position = Vector3.Lerp(paralEffect.position,new Vector3(paralEffect.position.x, defaultY),0.01f);
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}
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void HandleDeath(){
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@@ -140,8 +139,7 @@ public class Player : MonoBehaviour
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jumpTimer =0;
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Velocity = new Vector2(Velocity.x, jumpForce);
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anim.CrossFadeInFixedTime("jump",0.01f);
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jumpAnim.CrossFadeInFixedTime("jump",0.01f);
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paralEffect.position -= new Vector3(0,20);
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// paralEffect.position -= new Vector3(0,20);
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StartCoroutine(switchToJumpFace());
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}
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@@ -14,7 +14,7 @@ public class TimeAliveMoney : MonoBehaviour
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private void Start()
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{
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totalMoneyEarned = PlayerPrefs.GetFloat("Money", 0f);
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totalMoneyText.text = ((int)totalMoneyEarned).ToString() + "$";
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totalMoneyText.text = ((int)totalMoneyEarned).ToString() + "";
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}
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void Update()
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@@ -23,7 +23,7 @@ public class TimeAliveMoney : MonoBehaviour
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timeAlive += Time.deltaTime;
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float earnedMoney = timeAlive * moneyPerSecond;
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if (moneyText != null)
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moneyText.SetText(((int)earnedMoney).ToString() + "$");
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moneyText.SetText(((int)earnedMoney).ToString() + "");
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}
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}
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@@ -35,7 +35,7 @@ public class TimeAliveMoney : MonoBehaviour
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StartCoroutine(SaveDataToServer((int)moneyEarned));
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timeAlive = 0f;
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totalMoneyText.text = ((int)totalMoneyEarned).ToString() + "$";
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totalMoneyText.text = ((int)totalMoneyEarned).ToString() + "";
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}
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