Added a few missing UI to help game modes feel more complete and fixed a few game mode bugs
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@@ -31,6 +31,7 @@ public class FloorLevel : MonoBehaviour
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fullTime = Time.time;
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gameOver = false;
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script = player.GetComponent<PlayerController>();
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level = 1;
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escalation = 1;
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script.lives = 3;
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script.finished = false;
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@@ -47,7 +48,11 @@ public class FloorLevel : MonoBehaviour
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{
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level++;
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if(level > 3) escalation++;
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if(level > 3)
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{
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escalation++;
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level = 1;
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}
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respawn();
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levelBuild();
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@@ -15,6 +15,7 @@ public class PauseMenu : MonoBehaviour
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public TextMeshProUGUI ScoreText;
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public TextMeshProUGUI TimeText;
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public TextMeshProUGUI LivesText;
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// Start is called before the first frame update
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void Start()
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@@ -26,6 +27,20 @@ public class PauseMenu : MonoBehaviour
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void Update()
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{
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if(SceneManager.GetActiveScene().name == "Floor Level")
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{
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ScoreText.text = "LEVEL: " + FloorLevel.escalation + "-" + FloorLevel.level;
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LivesText.text = "LIVES: " + PlayerController.shownLives;
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}
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if(SceneManager.GetActiveScene().name == "Waypoint Race")
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{
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ScoreText.text = "LEVEL: " + (WaypointRace.size - 1) + "-" + WaypointRace.level;
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TimeText.text = "TIME: " + Mathf.Round((WaypointRace.countdown + WaypointRace.completionTime) - Time.time);
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}
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if(Input.GetButtonDown("Pause"))
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{
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if(GameIsPaused)
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@@ -73,13 +88,13 @@ public class PauseMenu : MonoBehaviour
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if(FloorLevel.gameOver == true)
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{
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ScoreText.text = "LEVEL: " + FloorLevel.escalation + "-" + FloorLevel.level;
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TimeText.text = "TIME: " + FloorLevel.fullTime;
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TimeText.text = "TIME: " + Mathf.Round(FloorLevel.fullTime);
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}
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if(WaypointRace.gameOver == true)
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{
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ScoreText.text = "LEVEL: " + WaypointRace.size + "-" + WaypointRace.level;
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TimeText.text = "TIME: " + WaypointRace.fullTime;
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ScoreText.text = "LEVEL: " + (WaypointRace.size - 1) + "-" + WaypointRace.level;
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TimeText.text = "TIME: " + Mathf.Round(WaypointRace.fullTime);
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}
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gameOverUI.SetActive(true);
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@@ -16,6 +16,7 @@ public class PlayerController : MonoBehaviour
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public bool finished = false;
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public bool respawn = false;
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public int lives = 3;
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public static int shownLives = 3;
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public float maxSpeed;
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public float acceleration;
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public float friction;
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@@ -61,6 +62,8 @@ public class PlayerController : MonoBehaviour
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maxSpeedStore = maxSpeed;
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accelerationStore = acceleration;
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shownLives = 3;
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Cursor.visible = !Cursor.visible;
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Cursor.lockState = CursorLockMode.Locked;
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}
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@@ -121,6 +124,7 @@ public class PlayerController : MonoBehaviour
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respawn = true;
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respawnTime = Time.time;
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shownLives--;
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if (SceneManager.GetActiveScene().name == "Hub World")
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{
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@@ -12,8 +12,8 @@ public class WaypointRace : MonoBehaviour
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public static int size = 1;
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public static int level = 1;
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public static float fullTime;
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public int completionTime = 120;
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public float countdown = 0;
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public static int completionTime = 120;
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public static float countdown = 0;
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public GameObject player;
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public PlayerController script;
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public GameObject waypoint;
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@@ -37,12 +37,14 @@ public class WaypointRace : MonoBehaviour
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gameOver = false;
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script = player.GetComponent<PlayerController>();
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size = 2;
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level = 1;
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script.finished = false;
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respawn();
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script.pivot.transform.Rotate(0.0f, 225.0f, 0.0f, Space.Self);
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levelBuild();
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waypointPlacement();
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countdown = Time.time;
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completionTime = 60;
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}
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@@ -57,12 +59,12 @@ public class WaypointRace : MonoBehaviour
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if(level > 3)
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{
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size++;
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level = 1;
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script.respawn = true;
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script.respawnTime = Time.time + 0.25f;
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countdown = Time.time;
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completionTime = 120 * size;
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completionTime = 60 * (size - 1);
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levelBuild();
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level = 1;
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}
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script.finished = false;
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@@ -152,6 +154,12 @@ public class WaypointRace : MonoBehaviour
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groundedScript.transform.position = new Vector3(
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Random.Range(-100*size, 100*size), Random.Range(2, 10), Random.Range(-100*size, 100*size));
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if((groundedScript.transform.position.x < 100 && groundedScript.transform.position.x > -100)
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|| (groundedScript.transform.position.z < 100 && groundedScript.transform.position.z > -100))
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{
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waypointPlacement();
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}
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}
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}
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