Made start/end tiles bigger and adjusted their heights so departing from/landing on these tiles is easier regardless of the connecting tiles
This commit is contained in:
@@ -28,7 +28,7 @@ Transform:
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m_GameObject: {fileID: 414519846808350713}
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m_GameObject: {fileID: 414519846808350713}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 100, y: 1, z: 100}
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m_LocalScale: {x: 125, y: 1, z: 125}
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m_Children: []
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m_Children: []
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m_Father: {fileID: 0}
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m_Father: {fileID: 0}
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m_RootOrder: 0
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m_RootOrder: 0
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@@ -28,7 +28,7 @@ Transform:
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m_GameObject: {fileID: 2429100199437399696}
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m_GameObject: {fileID: 2429100199437399696}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 100, y: 1, z: 100}
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m_LocalScale: {x: 125, y: 1, z: 125}
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m_Children: []
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m_Children: []
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m_Father: {fileID: 0}
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m_Father: {fileID: 0}
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m_RootOrder: 0
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m_RootOrder: 0
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@@ -85,7 +85,7 @@ public class FloorLevel : MonoBehaviour
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void respawn()
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void respawn()
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{
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{
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script.transform.position = new Vector3((100*escalation)+50, 2, (100*escalation)+50);
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script.transform.position = new Vector3((100*escalation)+50, 7, (100*escalation)+50);
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script.transform.Rotate(0.0f, 0.0f, 0.0f, Space.Self);
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script.transform.Rotate(0.0f, 0.0f, 0.0f, Space.Self);
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}
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}
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@@ -320,8 +320,8 @@ public class FloorLevel : MonoBehaviour
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}
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}
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Instantiate(obstacleList[0], new Vector3((100*escalation)+50, 0, (100*escalation)+50), Quaternion.identity);
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Instantiate(obstacleList[0], new Vector3((100*escalation)+50, 5, (100*escalation)+50), Quaternion.identity);
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Instantiate(obstacleList[1], new Vector3(-((100*escalation)+50), 0, -((100*escalation)+50)), Quaternion.identity);
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Instantiate(obstacleList[1], new Vector3(-((100*escalation)+50), -10, -((100*escalation)+50)), Quaternion.identity);
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script.finished = false;
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script.finished = false;
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}
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}
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