TO SQUASH: Added yummies.
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using UnityEngine;
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public abstract class YummyBase : MonoBehaviour
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{
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public AudioClip bounceSound;
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public AudioClip obtainedSound;
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public AudioClip missedSound;
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private AudioSource audioSource;
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private Animator animator;
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private SpriteRenderer spriteRenderer;
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private Vector2 speed;
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private bool isObtained = false;
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private float missedTimer = 0f;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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animator = GetComponent<Animator>();
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audioSource = GetComponent<AudioSource>();
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spriteRenderer = GetComponent<SpriteRenderer>();
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speed = new Vector2(Random.Range(-0.05f, 0.05f), Random.Range(-0.05f, 0.05f)).normalized * 0.05f;
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}
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// Update is called once per frame
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void FixedUpdate()
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{
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if (isObtained)
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{
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return;
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}
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transform.Translate(speed);
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missedTimer += Time.fixedDeltaTime;
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if (missedTimer >= 5f)
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{
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audioSource.PlayOneShot(missedSound);
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animator.SetTrigger("missed");
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}
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}
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void OnTriggerEnter2D(Collider2D other)
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{
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if (isObtained)
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{
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return;
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}
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if(other.gameObject.CompareTag("Bar"))
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{
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audioSource.PlayOneShot(obtainedSound);
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var player = GameObject.FindGameObjectWithTag("Player");
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if (player != null)
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{
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ObtainedCallback(player.GetComponent<Player>());
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}
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isObtained = true;
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spriteRenderer.enabled = false;
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}
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}
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void OnCollisionEnter2D(Collision2D collision)
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{
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if (collision.gameObject.CompareTag("Wall"))
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{
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ContactPoint2D contact = collision.GetContact(0);
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speed = Vector2.Reflect(speed, contact.normal);
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audioSource.PlayOneShot(bounceSound);
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}
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else
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{
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Physics2D.IgnoreCollision(collision.collider, GetComponent<Collider2D>(), true);
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}
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}
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public void DestroyYummy()
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{
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Destroy(gameObject);
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}
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protected abstract void ObtainedCallback(Player player);
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}
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