Made infinity runner spaawn obstacle on a distance based trigger as oppossed to a timer based trigger and lowered obstacle removal timer
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@@ -21,7 +21,7 @@ public class InfinityRunner : MonoBehaviour
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public GameObject boundaries;
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public GameObject boundaries;
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private int selection;
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private int selection;
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private float countdownTime = 5.0f;
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private float countdownTime = 3.0f;
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private float spawnTime = 0.0f;
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private float spawnTime = 0.0f;
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private Transform lastSpawn;
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private Transform lastSpawn;
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@@ -54,7 +54,7 @@ public class InfinityRunner : MonoBehaviour
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distance = player.transform.position.z;
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distance = player.transform.position.z;
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if(spawnTime + countdownTime < Time.time)
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if(distance > lastSpawn.position.z)
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{
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{
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level++;
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level++;
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@@ -111,14 +111,16 @@ public class InfinityRunner : MonoBehaviour
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wallTwo.transform.localScale = new Vector3(wallTwo.transform.localScale.x*(0.25f*(escalation)), 1, wallTwo.transform.localScale.z*(0.25f*escalation));
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wallTwo.transform.localScale = new Vector3(wallTwo.transform.localScale.x*(0.25f*(escalation)), 1, wallTwo.transform.localScale.z*(0.25f*escalation));
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lastSpawn = spawn.transform;
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lastSpawn = spawn.transform;
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}
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if(spawnTime + countdownTime < Time.time)
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{
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spawnTime = Time.time;
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spawnTime = Time.time;
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GameObject[] oldObjects = GameObject.FindGameObjectsWithTag("Environment");
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GameObject[] oldObjects = GameObject.FindGameObjectsWithTag("Environment");
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for(int i = 0; i < 3; i++) {
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for(int i = 0; i < 3; i++) {
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GameObject.Destroy(oldObjects[i]);
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GameObject.Destroy(oldObjects[i]);
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}
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}
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}
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}
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if(script.respawn == true)
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if(script.respawn == true)
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