Added some first floor balancing to obstacle course
This commit is contained in:
@@ -2964,16 +2964,13 @@ MonoBehaviour:
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--- !u!4 &1677821150
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--- !u!4 &1677821150
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Transform:
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Transform:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@@ -245,53 +245,68 @@ public class FloorLevel : MonoBehaviour
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}
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}
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}
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}
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if(Random.Range(0, 10) != 0)
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if(escalation == 1)
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{
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{
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selection = Random.Range(0, easyObstacleList.Length);
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switch (level)
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Instantiate(cornerList[selection], new Vector3(100*i+50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
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} else {
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if(Random.Range(0, 10) != 0)
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{
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{
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case 1:
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selection = Random.Range(0, easyObstacleList.Length);
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switch (level)
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Instantiate(easyObstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
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{
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break;
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case 1:
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case 2:
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selection = Random.Range(0, easyObstacleList.Length);
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selection = Random.Range(0, medObstaclelIst.Length);
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Instantiate(easyObstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
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Instantiate(medObstaclelIst[selection], new Vector3(100*i+50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
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break;
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break;
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case 2:
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case 3:
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selection = Random.Range(0, medObstaclelIst.Length);
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(medObstaclelIst[selection], new Vector3(100*i+50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
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Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
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break;
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break;
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case 3:
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default:
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selection = Random.Range(2, obstacleList.Length);
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
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Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
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break;
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break;
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default:
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
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break;
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}
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}
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}
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}
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}
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if(Random.Range(0, 10) != 0)
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if(escalation == 1)
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{
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{
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selection = Random.Range(0, easyObstacleList.Length);
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switch (level)
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Instantiate(cornerList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
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} else {
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if(Random.Range(0, 10) != 0)
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{
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{
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case 1:
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selection = Random.Range(0, easyObstacleList.Length);
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switch (level)
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Instantiate(easyObstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
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{
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break;
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case 1:
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case 2:
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selection = Random.Range(0, easyObstacleList.Length);
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selection = Random.Range(0, medObstaclelIst.Length);
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Instantiate(easyObstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
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Instantiate(medObstaclelIst[selection], new Vector3(-100*i-50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
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break;
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break;
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case 2:
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case 3:
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selection = Random.Range(0, medObstaclelIst.Length);
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(medObstaclelIst[selection], new Vector3(-100*i-50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
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Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
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break;
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break;
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case 3:
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default:
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selection = Random.Range(2, obstacleList.Length);
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
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Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
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break;
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break;
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default:
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, (45*Random.Range(0,8)), 0));
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break;
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}
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}
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}
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}
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}
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if(i == escalation-1)
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if(i == escalation-1)
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{
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{
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