Reverted back to using time as a secondary score for infinity runner as well as fixing a bug that would send you to infinity runner on retry
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+21
-22
@@ -17,7 +17,6 @@ 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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public TextMeshProUGUI MiddleText;
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public TextMeshProUGUI HighScoreText;
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public TextMeshProUGUI HighTimeText;
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@@ -51,7 +50,6 @@ public class PauseMenu : MonoBehaviour
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{
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ScoreText.text = "LEVEL: " + InfinityRunner.escalation + "-" + InfinityRunner.level;
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LivesText.text = "LIVES: " + PlayerController.shownLives;
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MiddleText.text = "DISTANCE: " + Mathf.Round(InfinityRunner.distance);
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}
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if(Input.GetButtonDown("Pause"))
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@@ -148,9 +146,7 @@ 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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}
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if(WaypointRace.gameOver == true)
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} else 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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@@ -185,26 +181,24 @@ 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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}
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if(InfinityRunner.gameOver == true)
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} else 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 = "DISTANCE: " + Mathf.Round(InfinityRunner.distance);
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TimeText.text = "TIME: " + Mathf.Round(InfinityRunner.fullTime);
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if(InfinityRunner.escalation > PlayerPrefs.GetInt("RunnerHighFloor") ||
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(InfinityRunner.escalation == PlayerPrefs.GetInt("RunnerHighFloor") &&
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InfinityRunner.level >= PlayerPrefs.GetInt("RunnerHighLevel")))
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InfinityRunner.level >= PlayerPrefs.GetInt("RunnerHighTime")))
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{
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if(InfinityRunner.escalation > PlayerPrefs.GetInt("RunnerHighFloor") ||
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InfinityRunner.level > PlayerPrefs.GetInt("RunnerHighLevel") ||
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(InfinityRunner.level == PlayerPrefs.GetInt("RunnerHighLevel") &&
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Mathf.Round(InfinityRunner.distance) > PlayerPrefs.GetFloat("RunnerHighDistance")))
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Mathf.Round(InfinityRunner.fullTime) < PlayerPrefs.GetFloat("RunnerHighTime")))
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{
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PlayerPrefs.SetInt("RunnerHighFloor", InfinityRunner.escalation);
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PlayerPrefs.SetInt("RunnerHighLevel", InfinityRunner.level);
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PlayerPrefs.SetFloat("RunnerHighDistance", Mathf.Round(InfinityRunner.distance));
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PlayerPrefs.SetFloat("RunnerHighTime", Mathf.Round(InfinityRunner.fullTime));
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highscore = true;
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}
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@@ -220,7 +214,7 @@ public class PauseMenu : MonoBehaviour
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HighScoreText.text = "HIGH SCORE: " + PlayerPrefs.GetInt("RunnerHighFloor")
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+ "-" + PlayerPrefs.GetInt("RunnerHighLevel");
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HighTimeText.text = "HIGH SCORE DISTANCE: " + Mathf.Round(PlayerPrefs.GetFloat("RunnerHighDistance"));
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HighTimeText.text = "HIGH SCORE TIME: " + Mathf.Round(PlayerPrefs.GetFloat("RunnerHighTime"));
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}
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}
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@@ -232,6 +226,9 @@ public class PauseMenu : MonoBehaviour
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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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WaypointRace.gameOver = false;
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InfinityRunner.gameOver = false;
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}
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public void LoadMenu()
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@@ -253,17 +250,19 @@ 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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SceneManager.LoadScene("Floor Level", LoadSceneMode.Single);
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}
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if(WaypointRace.gameOver == true)
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{
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WaypointRace.gameOver = false;
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SceneManager.LoadScene("Waypoint Race", LoadSceneMode.Single);
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}
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if(InfinityRunner.gameOver == true)
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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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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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} else 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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SceneManager.LoadScene("Infinity Runner", LoadSceneMode.Single);
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}
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