I tried a test build, IT WAS AWESOOOOME!
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@@ -188,11 +188,12 @@ public class PlayerController : MonoBehaviour
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}
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}
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var distanceFromYAxis = new Vector2(rb.position.x, rb.position.y).magnitude;
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if (distanceFromYAxis > maxDistanceFromCenterLine)
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if (distanceFromYAxis > this.maxDistanceFromCenterLine)
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{
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Debug.Log("Player fell out of map.");
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rb.velocity = Vector3.zero;
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Physics.gravity = -Vector3.up * 9.81f;
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UiController.SaveGame();
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UnityEngine.SceneManagement.SceneManager.LoadScene(0);
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}
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}
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@@ -8,8 +8,10 @@ public class UiController : MonoBehaviour
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public GameObject player = null;
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private float startPosition;
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public TextMeshProUGUI uiDistance;
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public int highScore;
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public float distance = 0.0f;
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public TextMeshProUGUI uiHighScore;
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public static float distance = 0;
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public static int highScore = 0;
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private float oldDistance = 0.0f;
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// Start is called before the first frame update
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@@ -19,24 +21,24 @@ public class UiController : MonoBehaviour
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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this.LoadGame();
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UiController.LoadGame();
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}
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void SaveGame()
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public static void SaveGame()
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{
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PlayerPrefs.SetInt("HighestScore", this.highScore);
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PlayerPrefs.SetInt("HighestScore", (int)UiController.distance);
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PlayerPrefs.Save();
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Debug.Log("Game data saved!");
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}
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void LoadGame()
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static void LoadGame()
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{
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if (PlayerPrefs.HasKey("HighestScore"))
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{
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this.highScore = PlayerPrefs.GetInt("SavedInteger");
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Debug.Log("Game data loaded!");
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UiController.highScore = PlayerPrefs.GetInt("HighestScore");
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Debug.Log(UiController.highScore);
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}
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else
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{
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this.highScore = 0;
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UiController.highScore = 0;
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}
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}
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@@ -44,10 +46,11 @@ public class UiController : MonoBehaviour
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// Update is called once per frame
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void Update()
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{
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distance = this.player.transform.position.z - startPosition;
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UiController.distance = this.player.transform.position.z - startPosition;
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if (oldDistance < distance)
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{
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uiDistance.text = "Distance : " + distance.ToString("0");
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uiHighScore.text = "HighScore : " + UiController.highScore.ToString("0");
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oldDistance = distance;
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}
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}
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