Merge pull request #24 from gjcampbell777/obstacle_course_expansion
Reworked the obstacle course script so that floor squares can not app…
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@@ -9,11 +9,13 @@ public class FloorLevel : MonoBehaviour
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{
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public int escalation = 1;
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public int level = 1;
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public GameObject player;
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public PlayerController script;
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public GameObject[] obstacleList;
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private int selection = 0;
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private int height = 2;
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void Awake()
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{
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@@ -40,7 +42,8 @@ public class FloorLevel : MonoBehaviour
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if(script.finished == true)
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{
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escalation++;
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level++;
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if(level > 3) escalation++;
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respawn();
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levelBuild();
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@@ -66,7 +69,7 @@ public class FloorLevel : MonoBehaviour
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void respawn()
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{
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script.transform.position = new Vector3((50*escalation)+100, 2, (50*escalation)+100);
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script.transform.position = new Vector3((100*escalation)+50, 2, (100*escalation)+50);
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script.transform.Rotate(0.0f, 0.0f, 0.0f, Space.Self);
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}
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@@ -81,28 +84,43 @@ public class FloorLevel : MonoBehaviour
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Destroy(GameObject.FindWithTag("Finish"));
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for(int i = 1; i <= escalation; i++){
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for(int j = 1; j <= escalation; j++){
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(obstacleList[selection], new Vector3(50*i, 2, 50*j), Quaternion.identity);
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for(int i = 0; i < escalation; i++){
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for(int j = 0; j < escalation; j++){
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if(Random.Range(0, 20) != 0 || (i == (escalation-1) && j == (escalation-1) && i == j))
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{
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height = Random.Range(0, 7);
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(obstacleList[selection], new Vector3(-50*i, 2, -50*j), Quaternion.identity);
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Instantiate(obstacleList[selection], new Vector3(100*i+50, height, 100*j+50), Quaternion.identity);
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}
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if(Random.Range(0, 20) != 0 || (i == (escalation-1) && j == (escalation-1) && i == j))
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{
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height = Random.Range(0, 7);
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(obstacleList[selection], new Vector3(-50*i, 2, 50*j), Quaternion.identity);
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Instantiate(obstacleList[selection], new Vector3(-100*i-50, height, -100*j-50), Quaternion.identity);
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}
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if(Random.Range(0, 10) != 0)
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{
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height = Random.Range(0, 7);
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(obstacleList[selection], new Vector3(50*i, 2, -50*j), Quaternion.identity);
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Instantiate(obstacleList[selection], new Vector3(-100*i-50, height, 100*j+50), Quaternion.identity);
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}
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script.transform.position = new Vector3((50*escalation)+100, 2, (50*escalation)+100);
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script.transform.Rotate(0.0f, 0.0f, 0.0f, Space.Self);
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if(Random.Range(0, 10) != 0)
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{
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height = Random.Range(0, 7);
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(obstacleList[selection], new Vector3(100*i+50, height, -100*j-50), Quaternion.identity);
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}
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}
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Instantiate(obstacleList[0], new Vector3((50*escalation)+100, 0, (50*escalation)+100), Quaternion.identity);
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Instantiate(obstacleList[1], new Vector3(-((50*escalation)+100), 0, -((50*escalation)+100)), Quaternion.identity);
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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[1], new Vector3(-((100*escalation)+50), 0, -((100*escalation)+50)), Quaternion.identity);
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script.finished = false;
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}
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