<commit_before>﻿using System.Collections.Generic;
using UnityEngine;

namespace SpeedrunTimerMod
{
	class Cheats : MonoBehaviour
	{
		public static bool Enabled { get; set; }
		public static bool InvincibilityEnabled { get; private set; }
		public static Savepoint[] Savepoints { get; private set; } = new Savepoint[] { };

		List<BeatLayerSwitch> _beatSwitches;
		Utils.Label _cheatWatermark;
		float _playerHue;

		public void Awake()
		{
			Savepoints = new Savepoint[] { };

			if (Application.loadedLevelName == "Level_Menu")
			{
				InvincibilityEnabled = false;
			}

			_cheatWatermark = new Utils.Label
			{
				position = new Rect(UI.Scale(500), UI.Scale(100), Screen.width, Screen.height),
				text = "CHEATS ENABLED",
				style = new GUIStyle
				{
					fontSize = UI.Scale(30),
					fontStyle = FontStyle.Bold
				}
			};
			_cheatWatermark.style.normal.textColor = Color.magenta;
		}

		public void Start()
		{
			_beatSwitches = new List<BeatLayerSwitch>();

			var levelsFolder = GameObject.Find("Levels");<commit_msg>center cheats watermark<commit_after>﻿using System.Collections.Generic;
using UnityEngine;

namespace SpeedrunTimerMod
{
	class Cheats : MonoBehaviour
	{
		public static bool Enabled { get; set; }
		public static bool InvincibilityEnabled { get; private set; }
		public static Savepoint[] Savepoints { get; private set; } = new Savepoint[] { };

		List<BeatLayerSwitch> _beatSwitches;
		Utils.Label _cheatWatermark;
		float _playerHue;

		public void Awake()
		{
			Savepoints = new Savepoint[] { };

			if (Application.loadedLevelName == "Level_Menu")
			{
				InvincibilityEnabled = false;
			}

			_cheatWatermark = new Utils.Label
			{
				position = new Rect(0, UI.Scale(100), Screen.width, Screen.height - UI.Scale(100)),
				text = "CHEATS ENABLED",
				style = new GUIStyle
				{
					fontSize = UI.Scale(30),
					fontStyle = FontStyle.Bold,
					alignment = (TextAnchor)TextAlignment.Center
				}
			};
			_cheatWatermark.style.normal.textColor = Color.magenta;
		}

		public void Start()
		{
			_beatSwitches = new List<BeatLayerSwitch>();

			var levelsFolder = GameObject.Find("Levels");
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