Added boundary walls to infinity race
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@@ -107,7 +107,7 @@ GameObject:
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- component: {fileID: 3722481429377445630}
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m_Layer: 0
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m_Name: Boundaries Wall
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m_TagString: Wall
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m_TagString: Environment
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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@@ -2316,6 +2316,8 @@ MonoBehaviour:
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- {fileID: 1821288648812870990, guid: 5d8f4307c13dc6142bece8e0b1f30bae, type: 3}
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- {fileID: 7301985093577449120, guid: dbf6fd673e9b7944f9f526400284d0af, type: 3}
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- {fileID: 4508217524918111061, guid: 974e0a3ecc779f64cb2866cd68650407, type: 3}
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boundaries: {fileID: 9181995847428758509, guid: cd8f80a3dcff4954598e8b72fd740734,
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type: 3}
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--- !u!1 &1834093088
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GameObject:
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m_ObjectHideFlags: 0
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@@ -17,6 +17,7 @@ public class InfinityRunner : 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;
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private float countdownTime = 5.0f;
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@@ -67,6 +68,8 @@ public class InfinityRunner : MonoBehaviour
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}
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GameObject spawn;
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GameObject wallOne;
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GameObject wallTwo;
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if(level == 1)
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{
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@@ -81,8 +84,12 @@ public class InfinityRunner : MonoBehaviour
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} else {
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selection = Random.Range(0, easyObstacleList.Length);
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spawn = Instantiate(easyObstacleList[selection], new Vector3(0, 0, lastSpawn.transform.position.z+(25*escalation)-12.5f), Quaternion.identity) as GameObject;
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}
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wallOne = Instantiate(boundaries, new Vector3(((25f*(escalation)))/2, 0, lastSpawn.transform.position.z+(25*escalation)-12.5f), Quaternion.identity) as GameObject;
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wallTwo = Instantiate(boundaries, new Vector3(((25f*(escalation)))/-2, 0, lastSpawn.transform.position.z+(25*escalation)-12.5f), Quaternion.identity) as GameObject;
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} else {
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if(escalation > 2 && escalation < 5)
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@@ -97,15 +104,23 @@ public class InfinityRunner : MonoBehaviour
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spawn = Instantiate(easyObstacleList[selection], new Vector3(0, 0, lastSpawn.transform.position.z+(25*escalation)), Quaternion.identity) as GameObject;
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}
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wallOne = Instantiate(boundaries, new Vector3(((25f*(escalation)))/2, 0, lastSpawn.transform.position.z+(25*escalation)), Quaternion.identity) as GameObject;
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wallTwo = Instantiate(boundaries, new Vector3(((25f*(escalation)))/-2, 0, lastSpawn.transform.position.z+(25*escalation)), Quaternion.identity) as GameObject;
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}
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spawn.transform.localScale = new Vector3(spawn.transform.localScale.x*(0.25f*(escalation)), 1, spawn.transform.localScale.z*(0.25f*escalation));
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wallOne.transform.localScale = new Vector3(wallOne.transform.localScale.x*(0.25f*(escalation)), 1, wallOne.transform.localScale.z*(0.25f*escalation));
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wallTwo.transform.localScale = new Vector3(wallTwo.transform.localScale.x*(0.25f*(escalation)), 1, wallTwo.transform.localScale.z*(0.25f*escalation));
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lastSpawn = spawn.transform;
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spawnTime = Time.time;
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Destroy(GameObject.FindWithTag("Environment"));
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GameObject[] oldObjects = GameObject.FindGameObjectsWithTag("Environment");
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for(int i = 0; i < 3; i++) {
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GameObject.Destroy(oldObjects[i]);
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}
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}
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@@ -142,13 +157,31 @@ public class InfinityRunner : MonoBehaviour
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void levelBuild()
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{
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GameObject start = Instantiate(obstacleList[0], new Vector3(0, 0, 0), Quaternion.identity) as GameObject;
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GameObject startOne = Instantiate(obstacleList[0], new Vector3(0, 0, 25), Quaternion.identity) as GameObject;
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GameObject startTwo = Instantiate(obstacleList[0], new Vector3(0, 0, 50), Quaternion.identity) as GameObject;
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GameObject walls;
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GameObject start = Instantiate(obstacleList[0], new Vector3(0, 0, 0), Quaternion.identity) as GameObject;
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start.transform.localScale = new Vector3(25, 1, 25);
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startOne.transform.localScale = new Vector3(25, 1, 25);
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startTwo.transform.localScale = new Vector3(25, 1, 25);
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walls = Instantiate(boundaries, new Vector3(12.5f, 0, 0), Quaternion.identity) as GameObject;
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walls.transform.localScale = new Vector3(0.25f, 1, 0.25f);
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walls = Instantiate(boundaries, new Vector3(-12.5f, 0, 0), Quaternion.identity) as GameObject;
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walls.transform.localScale = new Vector3(0.25f, 1, 0.25f);
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GameObject startOne = Instantiate(obstacleList[0], new Vector3(0, 0, 25), Quaternion.identity) as GameObject;
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startOne.transform.localScale = new Vector3(25, 1, 25);
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walls = Instantiate(boundaries, new Vector3(12.5f, 0, 25), Quaternion.identity) as GameObject;
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walls.transform.localScale = new Vector3(0.25f, 1, 0.25f);
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walls = Instantiate(boundaries, new Vector3(-12.5f, 0, 25), Quaternion.identity) as GameObject;
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walls.transform.localScale = new Vector3(0.25f, 1, 0.25f);
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GameObject startTwo = Instantiate(obstacleList[0], new Vector3(0, 0, 50), Quaternion.identity) as GameObject;
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startTwo.transform.localScale = new Vector3(25, 1, 25);
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walls = Instantiate(boundaries, new Vector3(12.5f, 0, 50), Quaternion.identity) as GameObject;
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walls.transform.localScale = new Vector3(0.25f, 1, 0.25f);
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walls = Instantiate(boundaries, new Vector3(-12.5f, 0, 50), Quaternion.identity) as GameObject;
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walls.transform.localScale = new Vector3(0.25f, 1, 0.25f);
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lastSpawn = startTwo.transform;
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