fix: some thing for game to be built
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@@ -44,20 +44,20 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 21512d898f67c404d9a7519c0b7dcba8, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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deployScene: {fileID: 102900000, guid: 3dbb8dbb9a7a2f2a0bd1311c83d35a6a, type: 3}
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deploySceneName: DeployMenu
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levels:
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- scene: {fileID: 102900000, guid: a1fcdf91e546853e5b455db87068027d, type: 3}
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- sceneName: Level1
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hp: 0
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maxHp: 100
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factory: 0
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- scene: {fileID: 102900000, guid: f5bbc8313924a074dbd2dad1bcb13fe1, type: 3}
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- sceneName: Level2
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hp: 0
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maxHp: 100
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factory: 1
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- scene: {fileID: 102900000, guid: 32cdfc1d09a868fb29f15ecf4b9a69a9, type: 3}
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- sceneName: Level3
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hp: 0
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maxHp: 100
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factory: 2
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factory: 3
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enemies:
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- prefab: {fileID: 3602081654026665026, guid: 7ab59219438e4a241affd5e9441d9d9f, type: 3}
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weight: 1
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@@ -534,6 +534,10 @@ PrefabInstance:
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propertyPath: level
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value:
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objectReference: {fileID: 102900000, guid: f5bbc8313924a074dbd2dad1bcb13fe1, type: 3}
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- target: {fileID: 6580383546006840890, guid: eb75319be3c428240ad8fa8f46e52a48, type: 3}
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propertyPath: levelName
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value: Level2
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_RemovedGameObjects: []
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m_AddedGameObjects: []
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@@ -688,6 +692,10 @@ PrefabInstance:
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propertyPath: level
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value:
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objectReference: {fileID: 102900000, guid: 32cdfc1d09a868fb29f15ecf4b9a69a9, type: 3}
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- target: {fileID: 6580383546006840890, guid: eb75319be3c428240ad8fa8f46e52a48, type: 3}
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propertyPath: levelName
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value: Level3
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_RemovedGameObjects: []
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m_AddedGameObjects: []
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@@ -986,6 +994,10 @@ PrefabInstance:
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propertyPath: level
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value:
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objectReference: {fileID: 102900000, guid: a1fcdf91e546853e5b455db87068027d, type: 3}
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- target: {fileID: 6580383546006840890, guid: eb75319be3c428240ad8fa8f46e52a48, type: 3}
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propertyPath: levelName
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value: Level1
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_RemovedGameObjects: []
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m_AddedGameObjects: []
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@@ -1,12 +1,11 @@
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using System.Linq;
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using TMPro;
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using UnityEditor;
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using UnityEngine;
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public class DeployButton : MonoBehaviour
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{
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public TMP_Text textField;
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public SceneAsset level;
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public string levelName;
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DeployController dc;
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@@ -15,11 +14,11 @@ public class DeployButton : MonoBehaviour
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}
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public void DeployFromButton() {
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dc.Deploy(level.name);
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dc.Deploy(levelName);
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}
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public void SetLevelInfoText() {
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LevelInfo levelInfo = GameController.i.GetLevel(level.name);
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LevelInfo levelInfo = GameController.i.GetLevel(levelName);
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string s = $"HP: {levelInfo.hp}/{levelInfo.maxHp}\nEnemies: {levelInfo.enemies.Values.Sum(x => x)}\nBullet type: {GameController.GetBulletTypeString(levelInfo.factory)}";
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textField.text = s;
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}
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@@ -1,6 +1,5 @@
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using System.Linq;
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using TMPro;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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@@ -12,11 +11,11 @@ public class DeployController : MonoBehaviour
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public void Deploy(string sceneName) {
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LevelInfo level = GameController.i.GetLevel(sceneName);
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SceneManager.LoadScene(level.scene.name);
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SceneManager.LoadScene(level.sceneName);
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}
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public void SetLevelInfoText(TMP_Text textField, SceneAsset level) {
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LevelInfo levelInfo = GameController.i.GetLevel(level.name);
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public void SetLevelInfoText(TMP_Text textField, string levelName) {
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LevelInfo levelInfo = GameController.i.GetLevel(levelName);
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string s = $"HP: {levelInfo.hp}/{levelInfo.maxHp}\nEnemies: {levelInfo.enemies.Values.Sum(x => x)}\nBullet type: {GameController.GetBulletTypeString(levelInfo.factory)}";
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}
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}
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@@ -1,7 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using Random = UnityEngine.Random;
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@@ -9,7 +8,7 @@ using Random = UnityEngine.Random;
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public class GameController : MonoBehaviour
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{
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public static GameController i;
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public SceneAsset deployScene;
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public string deploySceneName;
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public List<LevelInfo> levels;
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public List<EnemyInfo> enemies;
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public Dictionary<BulletType, int> inventory = new();
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@@ -24,7 +23,7 @@ public class GameController : MonoBehaviour
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return li;
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}).ToList();
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levels.ForEach(li => {
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AddEnemyInLevel(SelectEnemyWeighted().prefab, li.scene.name);
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AddEnemyInLevel(SelectEnemyWeighted().prefab, li.sceneName);
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});
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foreach (BulletType i in Enum.GetValues(typeof(BulletType))) {
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if (i == BulletType.None) continue;
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@@ -33,25 +32,25 @@ public class GameController : MonoBehaviour
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}
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public Dictionary<GameObject, int> PopEnemies(string sceneName) {
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LevelInfo li = levels.Find(x => x.scene.name == sceneName);
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LevelInfo li = levels.Find(x => x.sceneName == sceneName);
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Dictionary<GameObject, int> levelEnemies = new(li.enemies);
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li.enemies.Clear();
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return levelEnemies;
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}
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public void AddEnemyInLevel(GameObject enemy, string sceneName) {
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Dictionary<GameObject, int> levelEnemies = levels.Find(x => x.scene.name == sceneName).enemies;
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Dictionary<GameObject, int> levelEnemies = levels.Find(x => x.sceneName == sceneName).enemies;
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if (levelEnemies.ContainsKey(enemy)) levelEnemies[enemy] += 1;
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else levelEnemies[enemy] = 1;
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}
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public LevelInfo GetLevel(string sceneName) {
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return levels.Find(x => x.scene.name == sceneName);
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return levels.Find(x => x.sceneName == sceneName);
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}
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void RepairLevel(string sceneName) {
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levels = levels.Select(li => {
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if (li.scene.name == sceneName) {
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if (li.sceneName == sceneName) {
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li.hp = Math.Clamp(li.hp + 20, 0, li.maxHp);
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}
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return li;
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@@ -60,7 +59,7 @@ public class GameController : MonoBehaviour
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void DamageLevels(string sceneName, float timeSpent) {
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levels = levels.Select(li => {
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if (li.scene.name != sceneName && !IsLevelDestroyed(li.scene.name)) {
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if (li.sceneName != sceneName && !IsLevelDestroyed(li.sceneName)) {
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int damage = (int)(li.enemies.Values.Sum(x => x) * timeSpent / 10);
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li.hp = Math.Clamp(li.hp - damage, 0, li.maxHp);
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}
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@@ -71,14 +70,14 @@ public class GameController : MonoBehaviour
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void SpawnEnemies(string sceneName, float timeSpent) {
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int enemiesToAdd = (int)(timeSpent / 10) + 1;
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levels.ForEach(li => {
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if (li.scene.name == sceneName || IsLevelDestroyed(li.scene.name)) return;
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for (int i = 0; i < enemiesToAdd; ++i) AddEnemyInLevel(SelectEnemyWeighted().prefab, li.scene.name);
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if (li.sceneName == sceneName || IsLevelDestroyed(li.sceneName)) return;
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for (int i = 0; i < enemiesToAdd; ++i) AddEnemyInLevel(SelectEnemyWeighted().prefab, li.sceneName);
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});
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}
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void AddBullets() {
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levels.ForEach(li => {
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if (!IsLevelDestroyed(li.scene.name) && li.factory != BulletType.None) inventory[li.factory] += 10;
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if (!IsLevelDestroyed(li.sceneName) && li.factory != BulletType.None) inventory[li.factory] += 10;
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});
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}
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@@ -108,7 +107,7 @@ public class GameController : MonoBehaviour
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}
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public void LoadDeployScene() {
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SceneManager.LoadScene(deployScene.name);
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SceneManager.LoadScene(deploySceneName);
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}
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public static void SetCursorState(bool locked) {
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@@ -145,7 +144,7 @@ public class GameController : MonoBehaviour
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[Serializable]
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public struct LevelInfo {
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public SceneAsset scene;
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public string sceneName;
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public int hp;
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public int maxHp;
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public BulletType factory;
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@@ -5,9 +5,6 @@ EditorBuildSettings:
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m_ObjectHideFlags: 0
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serializedVersion: 2
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m_Scenes:
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- enabled: 1
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path: Assets/Scenes/Composing.unity
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guid: 4be9044832449a14384b79b9da7005b1
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- enabled: 1
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path: Assets/Scenes/DeployMenu.unity
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guid: 3dbb8dbb9a7a2f2a0bd1311c83d35a6a
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