// Update is called once per frame void Update() { // Move the object upward in world space x unit/second. //Increase speed the higher score we get if (!scene.gameOver && scene.gameStarted && !scene.pause) { int speedrate = (scene.score / 50 + 1); speedrate = speedrate >= 0?(scene.score / 50 + 1):1; transform.Translate(-spawnedTiles[0].transform.forward * Time.deltaTime * (scene.movingSpeed * speedrate), Space.World); // score += Time.deltaTime * movingSpeed; } if (mainCamera.WorldToViewportPoint(spawnedTiles[0].endPoint.position).z < 0) { //Move the tile to the front if it's behind the Camera tile tileTmp = spawnedTiles[0]; spawnedTiles.RemoveAt(0); tileTmp.transform.position = spawnedTiles[spawnedTiles.Count - 1].endPoint.position - tileTmp.startPoint.localPosition; tileTmp.ActivateAllObstacles(); tileTmp.ActivateRandomObstacle(); // tileTmp.ActivateRandomObstacle(); // tileTmp.ActivateRandomObstacle(); spawnedTiles.Add(tileTmp); } if (scene.health < 0) { scene.gameOver = true; } // if (scene.gameOver || !scene.gameStarted) // { // if (Input.GetKeyDown(KeyCode.S)) // { // if (scene.gameOver) // { // //Restart current scene // Scene scene = SceneManager.GetActiveScene(); // SceneManager.LoadScene(scene.name); // } // else // { //Start the game // } }