Added boundary walls to obstacle course
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@@ -2501,6 +2501,8 @@ MonoBehaviour:
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- {fileID: 5880479941740923922, guid: d8233406c7b546e419c918c028ec65af, type: 3}
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- {fileID: 3425233021637308467, guid: 9cfafec4161cf3c4f86a3824513846ac, type: 3}
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- {fileID: 2729766386463878366, guid: 258ef028e1596b043b63e318da3964f2, type: 3}
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boundaries: {fileID: 9181995847428758509, guid: cd8f80a3dcff4954598e8b72fd740734,
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type: 3}
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--- !u!4 &1677821150
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Transform:
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m_ObjectHideFlags: 0
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@@ -17,6 +17,7 @@ public class FloorLevel : MonoBehaviour
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public GameObject[] obstacleList;
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public GameObject[] easyObstacleList;
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public GameObject[] medObstaclelIst;
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public GameObject boundaries;
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private int selection = 0;
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@@ -282,6 +283,30 @@ public class FloorLevel : MonoBehaviour
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}
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}
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if(i == escalation-1)
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{
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Instantiate(boundaries, new Vector3(-100*(i+1), 0, 100*j+50), Quaternion.identity);
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Instantiate(boundaries, new Vector3(100*(i+1), 0, -100*j-50), Quaternion.identity);
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}
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if (i == escalation-1 && i != j)
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{
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Instantiate(boundaries, new Vector3(100*(i+1), 0, 100*j+50), Quaternion.identity);
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Instantiate(boundaries, new Vector3(-100*(i+1), 0, -100*j-50), Quaternion.identity);
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}
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if(j == escalation-1)
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{
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Instantiate(boundaries, new Vector3(-100*i-50, 0, 100*(j+1)), Quaternion.Euler(0, 90, 0));
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Instantiate(boundaries, new Vector3(100*i+50, 0, -100*(j+1)), Quaternion.Euler(0, 90, 0));
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}
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if(j == escalation-1 && i != j)
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{
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Instantiate(boundaries, new Vector3(100*i+50, 0, 100*(j+1)), Quaternion.Euler(0, 90, 0));
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Instantiate(boundaries, new Vector3(-100*i-50, 0, -100*(j+1)), Quaternion.Euler(0, 90, 0));
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}
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}
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}
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