diff --git a/Assets/Scenes/WorldScene.unity b/Assets/Scenes/WorldScene.unity index 4485136..041737d 100644 --- a/Assets/Scenes/WorldScene.unity +++ b/Assets/Scenes/WorldScene.unity @@ -853,41 +853,6 @@ MonoBehaviour: type: 3} k__BackingField: {fileID: 607967473} k__BackingField: {fileID: 675660038} ---- !u!1 &910491141 -GameObject: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - serializedVersion: 6 - m_Component: - - component: {fileID: 910491142} - m_Layer: 5 - m_Name: Overlay - m_TagString: Untagged - m_Icon: {fileID: 0} - m_NavMeshLayer: 0 - m_StaticEditorFlags: 0 - m_IsActive: 1 ---- !u!224 &910491142 -RectTransform: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 910491141} - m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} - m_LocalPosition: {x: 0, y: 0, z: 0} - m_LocalScale: {x: 1, y: 1, z: 1} - m_ConstrainProportionsScale: 0 - m_Children: [] - m_Father: {fileID: 1480201978} - m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} - m_AnchorMin: {x: 0.5, y: 0.5} - m_AnchorMax: {x: 0.5, y: 0.5} - m_AnchoredPosition: {x: 0, y: 0} - m_SizeDelta: {x: 100, y: 100} - m_Pivot: {x: 0.5, y: 0.5} --- !u!4 &1003288350 stripped Transform: m_CorrespondingSourceObject: {fileID: 4417313079524746681, guid: c0a03ce6c4f39224299267b83719ceb7, @@ -1011,12 +976,6 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 42603e4f95b24efa85355a04450c20e2, type: 3} m_Name: m_EditorClassIdentifier: ---- !u!224 &1480201978 stripped -RectTransform: - m_CorrespondingSourceObject: {fileID: 7579812889699807472, guid: e29ce1fe47a855c4e907d4312c9e9d6e, - type: 3} - m_PrefabInstance: {fileID: 1758685209} - m_PrefabAsset: {fileID: 0} --- !u!114 &1484681361 stripped MonoBehaviour: m_CorrespondingSourceObject: {fileID: 833602854707986350, guid: e29ce1fe47a855c4e907d4312c9e9d6e, @@ -1129,11 +1088,7 @@ PrefabInstance: objectReference: {fileID: 880466090} m_RemovedComponents: [] m_RemovedGameObjects: [] - m_AddedGameObjects: - - targetCorrespondingSourceObject: {fileID: 7579812889699807472, guid: e29ce1fe47a855c4e907d4312c9e9d6e, - type: 3} - insertIndex: -1 - addedObject: {fileID: 910491142} + m_AddedGameObjects: [] m_AddedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: e29ce1fe47a855c4e907d4312c9e9d6e, type: 3} --- !u!114 &1758685210 stripped diff --git a/Assets/Scripts/WindowSpawner.cs b/Assets/Scripts/WindowSpawner.cs index 487c8c5..9f84b01 100644 --- a/Assets/Scripts/WindowSpawner.cs +++ b/Assets/Scripts/WindowSpawner.cs @@ -96,14 +96,16 @@ namespace InterfaceOff private void FixedUpdate() { - if (Random.Range(0, 1000) == 500) - { - PasswordField.SetActive(true); - } - /* Spawns new windows whilst active */ if (AutoSpawn) { + /* Has a random choice for the PasswordField to show up */ + if (Random.Range(0, 1000) == 500) + { + PasswordField.SetActive(true); + } + + /* Calculates the current max spawn time */ const int TICKS_PER_SECOND = 20; // Unity constant const int MIN_SPAWN_TIME = 2 * TICKS_PER_SECOND; const int MAX_SPAWN_TIME = 5 * TICKS_PER_SECOND; @@ -111,8 +113,6 @@ namespace InterfaceOff int currentMaxSpawnTime = MAX_SPAWN_TIME - (int)(ScoreTracker.CurrentScore() * DifficultyManager.DifficultyEffect); currentMaxSpawnTime = Math.Clamp(currentMaxSpawnTime, MIN_SPAWN_TIME + 1, MAX_SPAWN_TIME); - Debug.Log($"Max: [{currentMaxSpawnTime}] with difficulty [{DifficultyManager.DifficultyEffect}]"); - /* Decreases the spawn counter and spawns if at 0 */ TimeTillNextSpawn = Math.Max(0, TimeTillNextSpawn - 1); if (TimeTillNextSpawn == 0) @@ -122,16 +122,22 @@ namespace InterfaceOff SpawnNewRandomWindow(); } } - - /* Else checks if it should reload the scene */ - else if (Input.GetKey(KeyCode.Space)) + + else { - SceneController.ReloadScene(); - } - - else if (Input.GetKey(KeyCode.Tab)) - { - SceneController.Load(name: "MenuScene"); + /* Makes sure the password overlay does not interfere */ + PasswordField.SetActive(false); + + /* Else checks if it should change the active scene */ + if (Input.GetKey(KeyCode.Space)) + { + SceneController.ReloadScene(); + } + + else if (Input.GetKey(KeyCode.Tab)) + { + SceneController.Load(name: "MenuScene"); + } } }