More balancing towards infinity runner
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@@ -68,15 +68,15 @@ public class InfinityRunner : MonoBehaviour
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{
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level++;
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if(level > 3)
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if(level > 5)
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{
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escalation++;
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level = 1;
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if(escalation > 5 && countdownTime > 5.0f)
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/*if(escalation > 5 && countdownTime > 4.0f)
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{
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countdownTime -= 0.5f;
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}
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countdownTime -= 1f;
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}*/
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}
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@@ -98,13 +98,15 @@ public class InfinityRunner : MonoBehaviour
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{
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selection = Random.Range(0, medObstaclelIst.Length);
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spawn = Instantiate(medObstaclelIst[selection], new Vector3(0, 0, lastSpawn.transform.position.z+(25*size)-12.5f), Quaternion.identity) as GameObject;
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countdownTime = 5.0f;
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} else if(escalation >= 6) {
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selection = Random.Range(0, obstacleList.Length);
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spawn = Instantiate(obstacleList[selection], new Vector3(0, 0, lastSpawn.transform.position.z+(25*size)-12.5f), Quaternion.identity) as GameObject;
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countdownTime = 3.0f;
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} else {
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selection = Random.Range(0, easyObstacleList.Length);
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spawn = Instantiate(easyObstacleList[selection], new Vector3(0, 0, lastSpawn.transform.position.z+(25*size)-12.5f), Quaternion.identity) as GameObject;
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countdownTime = 7.0f;
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}
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wallOne = Instantiate(boundaries, new Vector3(((25f*(size)))/2, 0, lastSpawn.transform.position.z+(25*size)-12.5f), Quaternion.identity) as GameObject;
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