Implemented all needed to get a portal working to floor level as well as setting up portals for future game modes
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@@ -8,13 +8,18 @@ using UnityEngine.SceneManagement;
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public class FloorLevel : MonoBehaviour
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{
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public int escalation;
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public int escalation = 1;
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public GameObject player;
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public PlayerController script;
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public GameObject[] obstacleList;
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private int selection = 0;
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void Awake()
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{
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script.respawnTime = Time.time;
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}
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// Start is called before the first frame update
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void Start()
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{
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@@ -82,13 +87,13 @@ public class FloorLevel : MonoBehaviour
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Instantiate(obstacleList[selection], new Vector3(50*i, 2, 50*j), Quaternion.identity);
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(obstacleList[selection], new Vector3(-50*i, 3, -50*j), Quaternion.identity);
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Instantiate(obstacleList[selection], new Vector3(-50*i, 2, -50*j), Quaternion.identity);
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(obstacleList[selection], new Vector3(-50*i, 4, 50*j), Quaternion.identity);
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Instantiate(obstacleList[selection], new Vector3(-50*i, 2, 50*j), Quaternion.identity);
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(obstacleList[selection], new Vector3(50*i, 5, -50*j), Quaternion.identity);
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Instantiate(obstacleList[selection], new Vector3(50*i, 2, -50*j), Quaternion.identity);
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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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@@ -45,7 +45,7 @@ public class PlayerController : MonoBehaviour
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float slideTime = 0.0f;
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float wallRunTime = 0.0f;
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float respawnTime = 1.0f;
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public float respawnTime = 0.0f;
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float oneSec = 1.0f;
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float halfSec = 0.5f;
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float quarterSec = 0.25f;
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@@ -81,6 +81,12 @@ public class PlayerController : MonoBehaviour
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finished = true;
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respawnTime = Time.time;
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}
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if(hit.gameObject.tag == "Obstacle Portal")
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{
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SceneManager.LoadScene("Floor Level", LoadSceneMode.Single);
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respawnTime = Time.time;
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}
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}
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@@ -290,6 +296,8 @@ public class PlayerController : MonoBehaviour
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velocity.z = velocity.z * Mathf.Abs(moveDirection.y);
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}
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Debug.Log(transform.position);
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// Move the controller
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if((finished == false || respawn == false) && respawnTime + tenthSec < Time.time)
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{
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