added bonus and side moving obstacle
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@@ -23,6 +23,7 @@ namespace Code.Gameplay.Level
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[SerializeField] private GameObject[] highObstacles;
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[SerializeField] private GameObject[] highObstacles;
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[SerializeField] private GameObject[] movingLowObstacles;
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[SerializeField] private GameObject[] movingLowObstacles;
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[SerializeField] private GameObject[] movingHighObstacles;
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[SerializeField] private GameObject[] movingHighObstacles;
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[SerializeField] private GameObject[] sideObstacles;
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[Range(0, 100)] [SerializeField] private int obstacleChance = 40;
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[Range(0, 100)] [SerializeField] private int obstacleChance = 40;
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[SerializeField] private float laneDistance = 5f;
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[SerializeField] private float laneDistance = 5f;
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@@ -30,6 +31,10 @@ namespace Code.Gameplay.Level
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[SerializeField] private GameObject coinPrefab;
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[SerializeField] private GameObject coinPrefab;
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[Range(0, 100)] [SerializeField] private int coinChance = 50;
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[Range(0, 100)] [SerializeField] private int coinChance = 50;
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[Header("Bonus Settings")]
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[SerializeField] private GameObject bonusX2Prefab;
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[Range(0, 100)] [SerializeField] private int bonusChance = 10;
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private readonly List<GameObject> _activeTiles = new();
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private readonly List<GameObject> _activeTiles = new();
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private readonly List<GameObject> _activeEnvironment = new();
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private readonly List<GameObject> _activeEnvironment = new();
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private float _spawnZ;
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private float _spawnZ;
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@@ -74,7 +79,7 @@ namespace Code.Gameplay.Level
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var lane = Random.Range(-1, 2);
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var lane = Random.Range(-1, 2);
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var spawnPos = new Vector3(lane * laneDistance, 0, zPos);
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var spawnPos = new Vector3(lane * laneDistance, 0, zPos);
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var type = Random.Range(0, 4);
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var type = Random.Range(0, 5);
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var prefab = type switch
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var prefab = type switch
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{
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{
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@@ -82,6 +87,7 @@ namespace Code.Gameplay.Level
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1 => GetRandom(highObstacles),
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1 => GetRandom(highObstacles),
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2 => GetRandom(movingLowObstacles),
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2 => GetRandom(movingLowObstacles),
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3 => GetRandom(movingHighObstacles),
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3 => GetRandom(movingHighObstacles),
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4 => GetRandom(sideObstacles),
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_ => null
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_ => null
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};
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};
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@@ -99,13 +105,28 @@ namespace Code.Gameplay.Level
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if (Random.Range(0, 100) > coinChance) return;
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if (Random.Range(0, 100) > coinChance) return;
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var coinLane = Random.Range(-1, 2);
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var coinLane = Random.Range(-1, 2);
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if (coinLane == occupiedLane) coinLane = (coinLane + 1 > 1) ? -1 : coinLane + 1;
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if (coinLane == occupiedLane)
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for (var i = 0; i < 2; i++)
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{
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{
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var spawnPos = new Vector3(coinLane * laneDistance, 1f, zPos + (i * 2f));
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coinLane = (coinLane + 1 > 1) ? -1 : coinLane + 1;
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var coin = Instantiate(coinPrefab, spawnPos, Quaternion.identity);
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if (coinLane == occupiedLane) coinLane = (coinLane + 1 > 1) ? -1 : coinLane + 1;
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coin.transform.SetParent(_activeTiles[^1].transform);
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}
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var shouldSpawnBonus = Random.Range(0, 100) < bonusChance;
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if (shouldSpawnBonus && bonusX2Prefab)
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{
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var spawnPos = new Vector3(coinLane * laneDistance, 1f, zPos + tileLength / 2f);
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var bonus = Instantiate(bonusX2Prefab, spawnPos, Quaternion.identity);
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bonus.transform.SetParent(_activeTiles[^1].transform);
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}
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else if (coinPrefab)
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{
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for (var i = 0; i < 2; i++)
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{
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var spawnPos = new Vector3(coinLane * laneDistance, 1f, zPos + (i * 2f));
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var coin = Instantiate(coinPrefab, spawnPos, Quaternion.identity);
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coin.transform.SetParent(_activeTiles[^1].transform);
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}
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}
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}
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}
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}
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@@ -0,0 +1,39 @@
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using UnityEngine;
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namespace Code.Gameplay.Level
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{
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public class SideMovingObstacle : MonoBehaviour
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{
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public float speed = 10f;
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[SerializeField] private float range = 7f;
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private bool _movingRight;
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private void Start()
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{
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_movingRight = transform.position.x < 0;
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UpdateRotation();
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}
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private void Update()
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{
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var step = speed * Time.deltaTime;
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transform.Translate(Vector3.forward * step);
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if (_movingRight && transform.position.x >= range)
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{
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_movingRight = false;
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UpdateRotation();
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}
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else if (!_movingRight && transform.position.x <= -range)
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{
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_movingRight = true;
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UpdateRotation();
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}
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}
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private void UpdateRotation()
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{
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transform.rotation = Quaternion.Euler(0, _movingRight ? 90 : -90, 0);
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: df5440b2c95b476d82146a905aa5aa50
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timeCreated: 1772953789
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@@ -1,3 +1,5 @@
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using System;
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using Code.UI;
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using UnityEngine;
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using UnityEngine;
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namespace Code.Gameplay.Player
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namespace Code.Gameplay.Player
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@@ -15,8 +17,11 @@ namespace Code.Gameplay.Player
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private CharacterController _controller;
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private CharacterController _controller;
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private Vector3 _direction;
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private Vector3 _direction;
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public System.Action OnPlayerDeath;
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public Action OnPlayerDeath;
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private bool _isDead = false;
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private bool _isDead;
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private bool _isDoubleCoins;
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private float _bonusTimer;
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private void Start()
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private void Start()
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{
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{
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@@ -73,6 +78,7 @@ namespace Code.Gameplay.Player
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_controller.Move(finalMove);
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_controller.Move(finalMove);
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CheckForDeath();
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CheckForDeath();
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HandleBonusTimer();
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}
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}
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public void IncreaseSpeed(float amount)
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public void IncreaseSpeed(float amount)
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@@ -86,12 +92,42 @@ namespace Code.Gameplay.Player
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private void OnTriggerEnter(Collider foreign)
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private void OnTriggerEnter(Collider foreign)
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{
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{
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if (foreign.CompareTag("Obstacle"))
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{
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Die();
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}
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if (foreign.CompareTag("Coin"))
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if (foreign.CompareTag("Coin"))
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{
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{
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UI.GameplayController.Instance.AddCoin();
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var amount = _isDoubleCoins ? 2 : 1;
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for(var i = 0; i < amount; i++) GameplayController.Instance.AddCoin();
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Destroy(foreign.gameObject);
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Destroy(foreign.gameObject);
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}
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}
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if (foreign.CompareTag("BonusX2"))
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{
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ActivateDoubleCoins(10f);
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Destroy(foreign.gameObject);
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}
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}
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private void ActivateDoubleCoins(float duration)
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{
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_isDoubleCoins = true;
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_bonusTimer = duration;
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}
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private void HandleBonusTimer()
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{
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if (_bonusTimer > 0)
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{
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_bonusTimer -= Time.deltaTime;
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if (_bonusTimer <= 0)
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{
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_isDoubleCoins = false;
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}
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}
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}
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}
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private void CheckForDeath()
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private void CheckForDeath()
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--- !u!114 &892292347
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Reference in new issue
Block a user