Fixed some bugs and UI overlap caused by the restart and cursor lock additions
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@@ -2225,7 +2225,7 @@ BoxCollider2D:
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adaptiveTiling: 0
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m_AutoTiling: 0
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serializedVersion: 2
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m_Size: {x: 2.048, y: 2.048}
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m_Size: {x: 5.12, y: 5.12}
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m_EdgeRadius: 0
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--- !u!212 &1118546611
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SpriteRenderer:
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@@ -3865,7 +3865,7 @@ BoxCollider2D:
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adaptiveTiling: 0
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m_AutoTiling: 0
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serializedVersion: 2
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m_Size: {x: 2.048, y: 2.048}
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m_Size: {x: 5.12, y: 5.12}
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m_EdgeRadius: 0
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--- !u!212 &1635882675
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SpriteRenderer:
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@@ -4512,7 +4512,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1928466015}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: -7, y: 0, z: 0}
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m_LocalPosition: {x: -5, y: 0, z: 0}
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m_LocalScale: {x: 0.5, y: 0.5, z: 1}
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m_Children: []
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m_Father: {fileID: 0}
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@@ -195,6 +195,22 @@ public class GMScript : MonoBehaviour
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}
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if (Input.GetMouseButtonDown(0))
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{
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Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
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Vector2 mousePos2D = new Vector2(mousePos.x, mousePos.y);
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RaycastHit2D hit = Physics2D.Raycast(mousePos2D, Vector2.zero);
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if (hit.collider != null) {
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if(hit.collider.gameObject.tag == "Restart")
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{
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SceneManager.LoadScene(SceneManager.GetActiveScene().name);
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}
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}
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}
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if(cursorLock)
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{
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