Added a way from the upgrades to game scene
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@@ -14,8 +14,17 @@ namespace Fruitomation.Game
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[Header("References")]
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[SerializeField] private Transform FruitSpawnParent;
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[SerializeField] private GameObject[] FruitPrefabs;
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[SerializeField] private Canvas GameCanvas;
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[Header("Prefabs")]
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[SerializeField] private GameObject ApplePrefab;
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[SerializeField] private GameObject GrapePrefab;
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[SerializeField] private GameObject BananaPrefab;
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[SerializeField] private GameObject MangoPrefab;
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[SerializeField] private GameObject DurianPrefab;
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[SerializeField] private GameObject PitayaPrefab;
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[SerializeField] private GameObject KiwiPrefab;
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[SerializeField] private GameObject BuddhasHandPrefab;
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[Header("Read only")]
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[SerializeField, InspectorReadOnly] private List<FruitBehaviour> ActiveFruits;
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@@ -38,7 +47,30 @@ namespace Fruitomation.Game
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private void SpawnFruit()
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{
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GameObject prefab = FruitPrefabs[Random.Range(0, FruitPrefabs.Length)];
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List<GameObject> unlocked = new() { ApplePrefab };
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if (UpgradeManager.Unlocked(BasicUpgrade.Grapes))
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unlocked.Add(GrapePrefab);
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if (UpgradeManager.Unlocked(BasicUpgrade.Bananas))
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unlocked.Add(BananaPrefab);
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if (UpgradeManager.Unlocked(BasicUpgrade.Kiwi))
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unlocked.Add(KiwiPrefab);
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if (UpgradeManager.Unlocked(BasicUpgrade.Mangoes))
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unlocked.Add(MangoPrefab);
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if (UpgradeManager.Unlocked(BasicUpgrade.Durian))
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unlocked.Add(DurianPrefab);
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if (UpgradeManager.Unlocked(BasicUpgrade.BuddhasHand))
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unlocked.Add(BuddhasHandPrefab);
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if (UpgradeManager.Unlocked(BasicUpgrade.Pitayas))
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unlocked.Add(PitayaPrefab);
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GameObject prefab = unlocked[Random.Range(0, unlocked.Count)];
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GameObject go = Instantiate(prefab, FruitSpawnParent);
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FruitBehaviour behaviour = go.GetComponent<FruitBehaviour>();
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