TO SQUASH: Added glass ball.
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using UnityEngine;
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using System.Collections;
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public class GlassBall : MonoBehaviour
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{
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private Animator animator;
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public AudioClip spawnSound;
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public AudioClip bounceSound;
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public AudioClip hitSound;
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public AudioClip breakSound;
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private AudioSource audioSource;
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private Vector2 speed;
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private int health = 3;
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private SpriteRenderer spriteRenderer;
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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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audioSource = GetComponent<AudioSource>();
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animator = GetComponent<Animator>();
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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));
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audioSource.PlayOneShot(spawnSound);
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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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AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
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if (stateInfo.IsName("GlassBallMove1") ||
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stateInfo.IsName("GlassBallMove2") ||
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stateInfo.IsName("GlassBallMove3"))
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{
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transform.Translate(speed);
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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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collision.gameObject.CompareTag("GlassBall"))
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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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// Glass balls take damage when colliding with other GlassBalls
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// TODO: Check for collisions with a bar.
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if (collision.gameObject.CompareTag("GlassBall"))
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{
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health--;
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if (health < 0)
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{
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health = 0;
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}
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animator.SetInteger("health", health);
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if (health > 0)
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{
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audioSource.PlayOneShot(hitSound);
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} else
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{
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audioSource.PlayOneShot(breakSound);
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}
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}
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}
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}
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public void Break()
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{
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spriteRenderer.enabled = false;
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StartCoroutine(BreakCoroutine());
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}
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private IEnumerator BreakCoroutine()
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{
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yield return new WaitForSeconds(0.6f);
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Destroy(gameObject);
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}
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}
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