void Update() { var maxZ = CameraController.GetMaxZ(); int currentTime = 0; if (startTimer) { // A timer for how long the player has been playing timer += Time.deltaTime; currentTime = System.Convert.ToInt32(timer); // Only counts the seconds // Update the file of the state //File.AppendAllText(filePath, "\r\nCurrent Time: " + timer ); } if (currentTime >= 300) { endGame(currentTime); } // Calculates the difficulty difficultySettings.setDifficultySettings(difficultyLvl); // As soon as 60 seconds pass, it will create the baseline of the current data collected. if (timer >= 60) { // Ensures it is only created once, when it passes the 60 second mark. if (createBaselineNow) { difficultyLvl = 2; //File.AppendAllText(filePath, " --> Increase difficulty to " + difficultyLvl); // Creates the baseline, and then never creates the baseline again. baseline.createBaseline(); createBaselineNow = false; } } // Spawn a new plane if we need to if (planeEdgeZ - maxZ <= offscreenSpawnOffset) { // Calls the methods to spawn the terrain SpawnNewPlane(offscreenSpawnOffset); // Depending on the difficulty, it will spawn x number of cars for (int i = 0; i <= numberOfCars; i++) { // The cars will spawn at x distance from the previously spawned car spawnCars(startDistance, startDistance); startDistance += distance; } } }