Fixed bug that would have game over screen stuck on a specific game mode
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+16
-18
@@ -151,7 +151,8 @@ public class PauseMenu : MonoBehaviour
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HighScoreText.text = "HIGH SCORE: " + PlayerPrefs.GetInt("ObstacleHighFloor")
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+ "-" + PlayerPrefs.GetInt("ObstacleHighLevel");
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HighTimeText.text = "HIGH SCORE TIME: " + Mathf.Round(PlayerPrefs.GetFloat("ObstacleHighTime"));
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} else if(WaypointRace.gameOver == true)
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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 - 1) + "-" + WaypointRace.level;
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TimeText.text = "TIME: " + Mathf.Round(WaypointRace.fullTime);
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@@ -186,7 +187,8 @@ public class PauseMenu : MonoBehaviour
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+ "-" + PlayerPrefs.GetInt("WaypointHighFloor");
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HighTimeText.text = "HIGH SCORE TIME: " + Mathf.Round(PlayerPrefs.GetFloat("WaypointHighTime"));
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} else if(InfinityRunner.gameOver == true)
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}
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if(InfinityRunner.gameOver == true)
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{
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ScoreText.text = "LEVEL: " + InfinityRunner.escalation + "-" + InfinityRunner.level;
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TimeText.text = "TIME: " + Mathf.Round(InfinityRunner.fullTime);
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@@ -226,14 +228,14 @@ public class PauseMenu : MonoBehaviour
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public void LoadHubWorld()
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{
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Time.timeScale = 1f;
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GameIsPaused = false;
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SceneManager.LoadScene("Hub World", LoadSceneMode.Single);
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Cursor.visible = false;
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Cursor.lockState = CursorLockMode.Locked;
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FloorLevel.gameOver = false;
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FloorLevel.gameOver = false;
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WaypointRace.gameOver = false;
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InfinityRunner.gameOver = false;
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Time.timeScale = 1f;
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GameIsPaused = false;
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Cursor.visible = false;
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Cursor.lockState = CursorLockMode.Locked;
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SceneManager.LoadScene("Hub World", LoadSceneMode.Single);
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}
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public void LoadMenu()
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@@ -255,20 +257,16 @@ public class PauseMenu : MonoBehaviour
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if(FloorLevel.gameOver == true)
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{
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FloorLevel.gameOver = false;
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WaypointRace.gameOver = false;
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InfinityRunner.gameOver = false;
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SceneManager.LoadScene("Floor Level", LoadSceneMode.Single);
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} else if(WaypointRace.gameOver == true)
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}
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if(WaypointRace.gameOver == true)
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{
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FloorLevel.gameOver = false;
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WaypointRace.gameOver = false;
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InfinityRunner.gameOver = false;
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WaypointRace.gameOver = false;
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SceneManager.LoadScene("Waypoint Race", LoadSceneMode.Single);
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} else if(InfinityRunner.gameOver == true)
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}
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if(InfinityRunner.gameOver == true)
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{
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FloorLevel.gameOver = false;
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WaypointRace.gameOver = false;
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InfinityRunner.gameOver = false;
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InfinityRunner.gameOver = false;
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SceneManager.LoadScene("Infinity Runner", LoadSceneMode.Single);
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}
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@@ -101,23 +101,41 @@ public class PlayerController : MonoBehaviour
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if(hit.gameObject.tag == "Obstacle Portal")
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{
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FloorLevel.gameOver = false;
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WaypointRace.gameOver = false;
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InfinityRunner.gameOver = false;
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SceneManager.LoadScene("Floor Level", LoadSceneMode.Single);
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respawnTime = Time.time;
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respawnNoise.Play();
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FloorLevel.gameOver = false;
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WaypointRace.gameOver = false;
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InfinityRunner.gameOver = false;
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}
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if(hit.gameObject.tag == "Waypoint Portal")
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{
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FloorLevel.gameOver = false;
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WaypointRace.gameOver = false;
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InfinityRunner.gameOver = false;
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SceneManager.LoadScene("Waypoint Race", LoadSceneMode.Single);
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respawnTime = Time.time;
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respawnNoise.Play();
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FloorLevel.gameOver = false;
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WaypointRace.gameOver = false;
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InfinityRunner.gameOver = false;
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}
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if(hit.gameObject.tag == "Infinite Portal")
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{
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FloorLevel.gameOver = false;
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WaypointRace.gameOver = false;
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InfinityRunner.gameOver = false;
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SceneManager.LoadScene("Infinity Runner", LoadSceneMode.Single);
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respawnTime = Time.time;
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respawnNoise.Play();
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FloorLevel.gameOver = false;
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WaypointRace.gameOver = false;
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InfinityRunner.gameOver = false;
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}
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}
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