void Update() { if (Input.GetKeyDown(KeyCode.Escape)) { Application.Quit(); } if (Input.GetKeyDown(KeyCode.M)) { mute = !mute; mm.MuteMusic(mute); } if (warp) { warpCoolDown -= Time.deltaTime; if (warpCoolDown <= 0) { warp = false; ParticleSystem ps = GameObject.Find("Particle System").GetComponent <ParticleSystem>(); var main = ps.main; main.gravityModifier = 0f; warpCoolDown = warpCoolDownReset; Debug.Log("Starting Coroutine again!"); os.StartCoroutine(os.SpawnObstacles()); } } if (enteredTimePocket) { enteredTimePocket = false; objectSpawnCounter = 0; powerDecayCounter = 0; powerSpeedCounter = 0; coolDown = coolDownReset; } if (speed < maxSpeed && !warp) { coolDown -= Time.deltaTime; if (coolDown <= 0) { powerDecayCounter++; objectSpawnCounter++; powerSpeedCounter++; speed += .3f; //Debug.Log("Increasing the SPEED to "+speed); if (powerSpeedCounter == 4) { powerSpeedCounter = 0; powerSpeed += .2f; } if (powerDecayCounter == 8) { powerDecayCounter = 0; powerDecay += 1; powerBar.ChangePowerDecay(powerDecay); } if (objectSpawnCounter == 4) { objectSpawnCounter = 0; objectSpawn -= .1f; } coolDown = coolDownReset; } } if (gameOver) { gameOver = false; StartCoroutine(SwitchToGameOver()); } }