Adding respawning and a lives count. Once lives count reaches zero you are kicked back to hub world. Hub world also has respawning
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@@ -1,6 +1,7 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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[System.Serializable]
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@@ -12,7 +13,6 @@ public class ProceduralGeneration : MonoBehaviour
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public PlayerController script;
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public GameObject[] obstacleList;
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private bool worldBuild = false;
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private int selection = 0;
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// Start is called before the first frame update
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@@ -21,10 +21,9 @@ public class ProceduralGeneration : MonoBehaviour
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script = player.GetComponent<PlayerController>();
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escalation = 1;
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worldBuild = false;
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script.lives = 3;
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script.finished = false;
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script.transform.position = new Vector3((50*escalation)+100, 2, (50*escalation)+100);
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script.transform.Rotate(0.0f, 0.0f, 0.0f, Space.Self);
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respawn();
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script.pivot.transform.Rotate(0.0f, 225.0f, 0.0f, Space.Self);
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levelBuild();
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@@ -36,14 +35,25 @@ public class ProceduralGeneration : MonoBehaviour
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if(script.finished == true)
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{
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respawn();
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escalation++;
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respawn();
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levelBuild();
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}
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if(worldBuild == true)
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if(script.respawn == true)
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{
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levelBuild();
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respawn();
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script.lives--;
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script.respawn = false;
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}
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if(script.lives == 0)
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{
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script.lives = -1;
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SceneManager.LoadScene("Hub World", LoadSceneMode.Single);
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}
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}
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@@ -51,10 +61,8 @@ public class ProceduralGeneration : MonoBehaviour
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void respawn()
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{
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Debug.Log("Sent: " + new Vector3((50*escalation)+100, 2, (50*escalation)+100));
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script.transform.position = new Vector3((50*escalation)+100, 10, (50*escalation)+100);
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script.transform.position = new Vector3((50*escalation)+100, 2, (50*escalation)+100);
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script.transform.Rotate(0.0f, 0.0f, 0.0f, Space.Self);
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worldBuild = true;
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}
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@@ -91,7 +99,6 @@ public class ProceduralGeneration : MonoBehaviour
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Instantiate(obstacleList[0], new Vector3((50*escalation)+100, 0, (50*escalation)+100), Quaternion.identity);
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Instantiate(obstacleList[1], new Vector3(-((50*escalation)+100), 0, -((50*escalation)+100)), Quaternion.identity);
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worldBuild = false;
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script.finished = false;
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}
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