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Final Push

Game is somehow done in time here is the final push.
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aps16104 committed Feb 19, 2020
1 parent 77b71d9 commit 0741e8755621923d27501e9ae957815291d612bd

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@@ -0,0 +1,16 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class DestroyByContact : MonoBehaviour
{
void OnTriggerEnter2D(Collider2D other)
{
if (other.tag == "Boundary")
{
return;
}
Destroy(other.gameObject);
Destroy(gameObject);
}
}

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@@ -0,0 +1,37 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class GameController : MonoBehaviour
{
public GameObject hazard;
public Vector2 spawnValues;
public int hazardCount;
public float spawnWait;
public float startWait;
public float waveWait;



void Start()
{
StartCoroutine(SpawnWaves());
}

IEnumerator SpawnWaves()
{
yield return new WaitForSeconds(startWait);
while (true)
{
for (int i = 0; i < hazardCount; i++)
{
Vector2 spawnPosition = new Vector2(Random.Range(-spawnValues.x, spawnValues.x), spawnValues.y);
Quaternion spawnRotation = Quaternion.identity;
Instantiate(hazard, spawnPosition, spawnRotation);
yield return new WaitForSeconds(spawnWait);
}
yield return new WaitForSeconds(waveWait);
}
}
}

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@@ -1,6 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;


[System.Serializable]
public class Boundary
@@ -18,6 +20,8 @@ public class PlayerController : MonoBehaviour

private float nextFire;

public Text score;

void Update()
{
if (Input.GetKeyDown("space") && Time.time > nextFire)

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