321 lines
16 KiB
C#
321 lines
16 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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[System.Serializable]
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public class FloorLevel : MonoBehaviour
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{
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public static bool gameOver = false;
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public static int escalation = 1;
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public static int level = 1;
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public static float fullTime;
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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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public GameObject[] easyObstacleList;
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public GameObject[] medObstaclelIst;
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public GameObject boundaries;
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private int selection = 0;
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void Awake()
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{
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script.respawnTime = Time.time;
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}
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// Start is called before the first frame update
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void Start()
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{
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fullTime = Time.time;
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gameOver = false;
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script = player.GetComponent<PlayerController>();
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level = 1;
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escalation = 1;
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script.lives = 3;
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script.finished = false;
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respawn();
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script.pivot.transform.Rotate(0.0f, 225.0f, 0.0f, Space.Self);
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levelBuild();
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}
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void Update()
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{
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if(script.finished == true)
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{
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level++;
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if(level > 3)
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{
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escalation++;
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level = 1;
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}
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respawn();
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levelBuild();
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}
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if(script.respawn == true)
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{
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respawn();
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script.lives--;
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script.respawn = false;
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}
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if(script.lives == 0)
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{
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script.lives = -1;
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fullTime = Time.time - fullTime;
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gameOver = true;
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Cursor.visible = true;
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Cursor.lockState = CursorLockMode.None;
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PauseMenu.GameIsOver = true;
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SceneManager.LoadScene("Hub World", LoadSceneMode.Single);
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}
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}
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void respawn()
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{
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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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void levelBuild()
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{
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GameObject[] oldObjects = GameObject.FindGameObjectsWithTag("Environment");
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foreach (GameObject target in oldObjects) {
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GameObject.Destroy(target);
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}
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oldObjects = GameObject.FindGameObjectsWithTag("Wall");
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foreach (GameObject target in oldObjects) {
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GameObject.Destroy(target);
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}
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Destroy(GameObject.FindWithTag("Finish"));
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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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switch (level)
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{
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case 1:
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selection = Random.Range(0, easyObstacleList.Length);
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if(i == (escalation-1) && j == (escalation-1) && i == j)
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{
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if(selection == 0 || selection == 7 || selection == 8)
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{
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Instantiate(easyObstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.identity);
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} else {
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Instantiate(easyObstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 45, 0));
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}
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} else {
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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 2:
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selection = Random.Range(0, medObstaclelIst.Length);
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if(i == (escalation-1) && j == (escalation-1) && i == j)
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{
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if(selection == 0 || selection == 15 || selection == 16)
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{
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Instantiate(medObstaclelIst[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.identity);
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} else {
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Instantiate(medObstaclelIst[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 45, 0));
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}
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} else {
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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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}
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break;
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case 3:
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selection = Random.Range(2, obstacleList.Length);
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if(i == (escalation-1) && j == (escalation-1) && i == j)
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{
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if(selection == 0 || selection == 23 || selection == 24)
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{
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Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.identity);
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} else {
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Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 45, 0));
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}
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} else {
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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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}
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break;
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default:
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selection = Random.Range(2, obstacleList.Length);
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if(i == (escalation-1) && j == (escalation-1) && i == j)
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{
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if(selection == 0 || selection == 23 || selection == 24)
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{
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Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.identity);
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} else {
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Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 45, 0));
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}
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} else {
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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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}
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break;
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}
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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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switch (level)
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{
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case 1:
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selection = Random.Range(0, easyObstacleList.Length);
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if(i == (escalation-1) && j == (escalation-1) && i == j)
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{
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if(selection == 0 || selection == 7 || selection == 8)
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{
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Instantiate(easyObstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.identity);
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} else {
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Instantiate(easyObstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 45, 0));
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}
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} else {
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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 2:
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selection = Random.Range(0, medObstaclelIst.Length);
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if(i == (escalation-1) && j == (escalation-1) && i == j)
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{
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if(selection == 0 || selection == 15 || selection == 16)
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{
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Instantiate(medObstaclelIst[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.identity);
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} else {
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Instantiate(medObstaclelIst[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 45, 0));
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}
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} else {
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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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}
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break;
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case 3:
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selection = Random.Range(2, obstacleList.Length);
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if(i == (escalation-1) && j == (escalation-1) && i == j)
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{
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if(selection == 0 || selection == 23 || selection == 24)
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{
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Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.identity);
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} else {
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Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 45, 0));
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}
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} else {
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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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}
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break;
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default:
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selection = Random.Range(2, obstacleList.Length);
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if(i == (escalation-1) && j == (escalation-1) && i == j)
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{
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if(selection == 0 || selection == 23 || selection == 24)
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{
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Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.identity);
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} else {
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Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 45, 0));
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}
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} else {
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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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}
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break;
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}
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}
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if(Random.Range(0, 10) != 0)
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{
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switch (level)
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{
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case 1:
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selection = Random.Range(0, easyObstacleList.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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break;
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case 2:
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selection = Random.Range(0, medObstaclelIst.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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break;
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case 3:
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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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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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if(Random.Range(0, 10) != 0)
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{
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switch (level)
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{
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case 1:
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selection = Random.Range(0, easyObstacleList.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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break;
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case 2:
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selection = Random.Range(0, medObstaclelIst.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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break;
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case 3:
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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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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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if(i == escalation-1)
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{
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Instantiate(boundaries, new Vector3(-100*(i+1), 0, 100*j+50), Quaternion.identity);
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Instantiate(boundaries, new Vector3(100*(i+1), 0, -100*j-50), Quaternion.identity);
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}
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if (i == escalation-1 && i != j)
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{
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Instantiate(boundaries, new Vector3(100*(i+1), 0, 100*j+50), Quaternion.identity);
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Instantiate(boundaries, new Vector3(-100*(i+1), 0, -100*j-50), Quaternion.identity);
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}
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if(j == escalation-1)
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{
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Instantiate(boundaries, new Vector3(-100*i-50, 0, 100*(j+1)), Quaternion.Euler(0, 90, 0));
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Instantiate(boundaries, new Vector3(100*i+50, 0, -100*(j+1)), Quaternion.Euler(0, 90, 0));
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}
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if(j == escalation-1 && i != j)
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{
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Instantiate(boundaries, new Vector3(100*i+50, 0, 100*(j+1)), Quaternion.Euler(0, 90, 0));
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Instantiate(boundaries, new Vector3(-100*i-50, 0, -100*(j+1)), Quaternion.Euler(0, 90, 0));
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}
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}
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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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}
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