void CreatePlatformSequence() { gc.amountOfPlatforms += 1; gc.updateFloorCount(); if (gc.amountOfPlatforms >= gc.highscore - 3 && !gc.highscoreShown) { gc.highscoreShown = true; GameObject highscoreGJ = Instantiate( gc.highscorePrefabInstance, new Vector3(0, gameObject.transform.position.y - 9f, 0), gameObject.transform.rotation ); highscoreGJ.GetComponent <MeshRenderer>().sortingLayerName = "Foreground"; highscoreGJ.GetComponent <MeshRenderer>().sortingOrder = 25; } if (gc.gameType == -1) { WaterController.UpdateWaterSpeed(); } if (gc.sandProbability + gc.diamondProbability != 1000) { if (gc.emptyProbability != 0) { gc.goldProbability = gc.goldProbability - gc.probabilityMultiplier; gc.emptyProbability = gc.emptyProbability - gc.probabilityMultiplier; } else { gc.goldProbability = gc.goldProbability - (gc.probabilityMultiplier * 2); } gc.sandProbability += gc.probabilityMultiplier; gc.diamondProbability += gc.probabilityMultiplier; } GameController.updateProbability(); if (gc.gameType != -1 && gc.amountOfPlatforms == AMOUNT_OF_FLOORS) { GameObject chosen = gc.prefabEndInstance; Instantiate( chosen, new Vector3(0, gameObject.transform.position.y - 9f, 0), gameObject.transform.rotation ); Destroy(gameObject.transform.parent.gameObject); } else if (gc.gameType == -1 || gc.gameType != -1 && gc.amountOfPlatforms < AMOUNT_OF_FLOORS) { int platformIndex = GetPlatformIndex(); GameObject chosen = gc.gameObjectList[platformIndex] as GameObject; chosen.transform.position = new Vector3(0, gameObject.transform.position.y - 9f, 0); GameObject instChosen = Instantiate( chosen, new Vector3(0, gameObject.transform.position.y - 9f, 0), gameObject.transform.rotation ); PickupRandomizer(instChosen); Destroy(gameObject.transform.parent.gameObject); } else { Destroy(gameObject.transform.parent.gameObject); } }