fixed
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122f60bdda
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@ -281,6 +281,115 @@ CanvasRenderer:
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@ -507,7 +616,7 @@ SpriteRenderer:
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@ -1498,9 +1607,10 @@ Transform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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@ -4,6 +4,7 @@ using UnityEngine;
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public class LevelGenerator : MonoBehaviour
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public class LevelGenerator : MonoBehaviour
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{
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{
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public static LevelGenerator instance{get; private set;}
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[SerializeField]private GameObject LevelPrefab;
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[SerializeField]private GameObject LevelPrefab;
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[SerializeField]private GameObject TopPrefab;
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[SerializeField]private GameObject TopPrefab;
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private List<GameObject> spawnedLevels = new List<GameObject>();
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private List<GameObject> spawnedLevels = new List<GameObject>();
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@ -13,17 +14,22 @@ public class LevelGenerator : MonoBehaviour
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[SerializeField]private float maxHigh;
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[SerializeField]private float maxHigh;
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[SerializeField]private List<float> Levels;
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[SerializeField]private List<float> Levels;
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void Awake(){
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instance = this;
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}
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void Start()
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void Start()
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{
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{
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GenerateAhead(150);
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}
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}
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public void GenerateAhead(int count = 10){
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public void GenerateAhead(int count = 10){
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if(Levels.Count <= 0){
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if(Levels.Count <= 0){
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Levels = new List<float>();
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Levels = new List<float>();
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}
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Levels.Add(1);
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Levels.Add(1);
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}
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int startIndex= Levels.Count;
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int startIndex= Levels.Count;
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int lastIndex = Levels.Count +count;
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int lastIndex = Levels.Count +count;
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for(int i =startIndex; i < lastIndex; i++){
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for(int i =startIndex; i < lastIndex; i++){
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@ -43,19 +43,15 @@ public class Player : MonoBehaviour
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Velocity = new Vector2(forwardSpeed,0);
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Velocity = new Vector2(forwardSpeed,0);
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CameraFollower.Target= body;
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CameraFollower.Target= body;
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CameraFollower.UpdateFrame();
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playerRigidbody.bodyType = RigidbodyType2D.Static;
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playerRigidbody.bodyType = RigidbodyType2D.Static;
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playerRigidbody.gravityScale = 0;
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playerRigidbody.gravityScale = 0;
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}
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}
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int lastX = 0;
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void FixedUpdate()
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void FixedUpdate()
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{
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{
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if (!gameStarted && Input.GetKey(KeyCode.Space))
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{
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gameStarted = true;
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playerRigidbody.bodyType = RigidbodyType2D.Dynamic;
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playerRigidbody.gravityScale = gravity;
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}
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if (!gameStarted)
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if (!gameStarted)
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{
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{
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@ -70,6 +66,11 @@ public class Player : MonoBehaviour
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}
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}
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HandleJump();
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HandleJump();
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if(lastX != (int)body.position.x){
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lastX = (int)body.position.x;
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LevelGenerator.instance.GenerateAhead(2);
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}
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//Gravity
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//Gravity
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Velocity -= new Vector2(0, gravity);
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Velocity -= new Vector2(0, gravity);
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@ -99,6 +100,12 @@ public class Player : MonoBehaviour
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public void Jump(){
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public void Jump(){
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if (!gameStarted)
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{
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gameStarted = true;
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playerRigidbody.bodyType = RigidbodyType2D.Dynamic;
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playerRigidbody.gravityScale = gravity;
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}
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if(!isReadyToJump){ return; }
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if(!isReadyToJump){ return; }
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jumpTimer =0;
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jumpTimer =0;
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Velocity = new Vector2(Velocity.x, jumpForce);
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Velocity = new Vector2(Velocity.x, jumpForce);
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@ -7,7 +7,6 @@ public class TimeAliveMoney : MonoBehaviour
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public TMP_Text moneyText;
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public TMP_Text moneyText;
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public TMP_Text totalMoneyText;
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public TMP_Text totalMoneyText;
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public Player player;
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public Player player;
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private bool isAlive = true;
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private float timeAlive = 0f;
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private float timeAlive = 0f;
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private float totalMoneyEarned = 0f;
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private float totalMoneyEarned = 0f;
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@ -19,7 +18,7 @@ public class TimeAliveMoney : MonoBehaviour
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void Update()
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void Update()
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{
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{
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if (player.gameStarted && isAlive == true) {
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if (player.gameStarted && player.isAlive == true) {
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timeAlive += Time.deltaTime;
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timeAlive += Time.deltaTime;
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float earnedMoney = timeAlive * moneyPerSecond;
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float earnedMoney = timeAlive * moneyPerSecond;
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if (moneyText != null)
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if (moneyText != null)
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@ -29,7 +28,6 @@ public class TimeAliveMoney : MonoBehaviour
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public void OnPlayerDeath()
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public void OnPlayerDeath()
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{
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{
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isAlive = false;
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totalMoneyEarned += timeAlive * moneyPerSecond;
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totalMoneyEarned += timeAlive * moneyPerSecond;
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SaveMoney();
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SaveMoney();
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timeAlive = 0f;
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timeAlive = 0f;
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