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using System;
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using System.Collections;
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using System.Collections.Generic;
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using MoreMountains.Feedbacks;
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using MoreMountains.Tools;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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namespace MoreMountains.Feel
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{
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/// <summary>
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/// A class used to handle Feel's Snake demo's snake "head", the part controlled by the player
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/// </summary>
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public class Snake : MonoBehaviour
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{
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[Header("Movement")]
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/// the snake's movement speed
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public float Speed = 5f;
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/// the speed multiplier to apply at most times
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public float NormalSpeedMultiplier = 1f;
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/// the rate at which speed should vary
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public float SpeedChangeRate = 0.2f;
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/// the current direction of the snake
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public Vector3 Direction = Vector2.right;
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[Header("Boost")]
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/// the speed multiplier to apply to the speed when boosting
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public float BoostMultiplier = 2f;
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/// the duration of the boost, in seconds
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public float BoostDuration = 2f;
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[Header("BodyParts")]
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/// the prefab to use for body parts
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public SnakeBodyPart BodyPartPrefab;
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/// the offset to apply between two parts
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public int BodyPartsOffset = 7;
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/// the maximum amount of body parts for this snake
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public int MaxAmountOfBodyParts = 10;
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/// the minimum duration, in seconds, between 2 allowed parts losses
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public float MinTimeBetweenLostParts = 2f;
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[Header("Bindings")]
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/// a Text component on which to display our current score
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public Text PointsCounter;
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[Header("Feedbacks")]
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/// a feedback to play when the snake turns
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public MMFeedbacks TurnFeedback;
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/// a feedback to play when the snake teleports to the other side of the screen
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public MMFeedbacks TeleportFeedback;
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/// a feedback to play when teleporting once
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public MMFeedbacks TeleportOnceFeedback;
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/// a feedback to play when eating snake food
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public MMFeedbacks EatFeedback;
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/// a feedback to play when losing a body part
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public MMFeedbacks LoseFeedback;
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[Header("Debug")]
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[MMReadOnly]
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public int SnakePoints = 0;
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[MMReadOnly]
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public float _speed;
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[MMReadOnly]
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public float _speedMultiplier;
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[MMReadOnly]
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public float _lastFoodEatenAt = -100f;
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protected Vector3 _newPosition;
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protected MMPositionRecorder _recorder;
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public List<SnakeBodyPart> _snakeBodyParts;
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protected float _lastLostPart = 0f;
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/// <summary>
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/// On Awake, we initialize our snake's points, speed, position recorder, and body parts container
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/// </summary>
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protected void Awake()
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{
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_speed = Speed;
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SnakePoints = 0;
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_recorder = this.gameObject.GetComponent<MMPositionRecorder>();
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PointsCounter.text = "0";
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_snakeBodyParts = new List<SnakeBodyPart>();
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}
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/// <summary>
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/// Every frame, we check for input and move our snake's head
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/// </summary>
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protected virtual void Update()
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{
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HandleInput();
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HandleMovement();
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}
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/// <summary>
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/// Every frame, looks for turn input
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/// </summary>
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protected virtual void HandleInput()
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{
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if (FeelDemosInputHelper.CheckMainActionInputPressedThisFrame())
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{
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Turn();
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}
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}
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/// <summary>
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/// Every frame, moves the snake's head's position
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/// </summary>
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protected virtual void HandleMovement()
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{
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_speedMultiplier = (Time.time - _lastFoodEatenAt < BoostDuration) ? BoostMultiplier : NormalSpeedMultiplier;
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_speed = MMMaths.Lerp(_speed, Speed * _speedMultiplier, SpeedChangeRate, Time.deltaTime);
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_newPosition = (_speed * Time.deltaTime * Direction);
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this.transform.position += _newPosition;
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}
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/// <summary>
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/// Called when turning, rotates the snake's head, changes its direction, plays a feedback
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/// </summary>
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public virtual void Turn()
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{
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TurnFeedback?.PlayFeedbacks();
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Direction = MMMaths.RotateVector2(Direction, 90f);
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this.transform.Rotate(new Vector3(0f,0f,90f));
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}
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/// <summary>
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/// Called by the snake head's MMViewportEdgeTeleporter, defines what happens when the snake is teleported to the other side of the screen
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/// </summary>
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public virtual void Teleport()
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{
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StartCoroutine(TeleportCo());
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}
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/// <summary>
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/// A coroutine used to teleport the snake to the other side of the screen
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/// </summary>
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/// <returns></returns>
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protected virtual IEnumerator TeleportCo()
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{
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TeleportFeedback?.PlayFeedbacks();
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TeleportOnceFeedback?.PlayFeedbacks();
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yield return MMCoroutine.WaitForFrames(BodyPartsOffset);
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int total = _snakeBodyParts.Count;
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float feedbacksIntensity = 0f;
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float part = 1 / (float)total;
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for (int i = 0; i < total; i++)
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{
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yield return MMCoroutine.WaitForFrames(BodyPartsOffset/2);
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feedbacksIntensity = 1 - i * part;
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TeleportFeedback?.PlayFeedbacks(this.transform.position, feedbacksIntensity);
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}
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}
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/// <summary>
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/// Called when eating food, triggers visual effects, increases points, plays a feedback
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/// </summary>
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public virtual void Eat()
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{
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EatEffect();
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EatFeedback?.PlayFeedbacks();
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SnakePoints++;
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PointsCounter.text = SnakePoints.ToString();
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StartCoroutine(EatCo());
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}
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/// <summary>
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/// A coroutine used to go through every snake body part and trigger its Eat MMFeedbacks
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/// </summary>
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protected virtual IEnumerator EatCo()
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{
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int total = _snakeBodyParts.Count;
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float feedbacksIntensity = 0f;
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float part = 1 / (float)total;
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for (int i = 0; i < total; i++)
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{
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if (i >= _snakeBodyParts.Count)
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{
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yield break;
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}
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yield return MMCoroutine.WaitForFrames(BodyPartsOffset/2);
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feedbacksIntensity = 1 - i * part;
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if (i == total - 1)
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{
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if ((i < MaxAmountOfBodyParts - 1) && (_snakeBodyParts.Count > i))
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{
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if (_snakeBodyParts[i] != null)
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{
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_snakeBodyParts[i].New();
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}
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}
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}
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else
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{
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_snakeBodyParts[i].Eat(feedbacksIntensity);
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}
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}
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}
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/// <summary>
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/// When eating food, we instantiate a new body part unless we've reached our limit
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/// </summary>
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public virtual void EatEffect()
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{
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_lastFoodEatenAt = Time.time;
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if (SnakePoints < MaxAmountOfBodyParts - 1)
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{
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SnakeBodyPart part = Instantiate(BodyPartPrefab);
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SceneManager.MoveGameObjectToScene(part.gameObject, this.gameObject.scene);
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part.transform.position = this.transform.position;
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part.TargetRecorder = _recorder;
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part.Offset = ((SnakePoints) * BodyPartsOffset) + BodyPartsOffset + 1;
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part.Index = _snakeBodyParts.Count;
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part.name = "SnakeBodyPart_" + part.Index;
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_snakeBodyParts.Add(part);
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}
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}
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/// <summary>
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/// When we lose a body part, we play a feedback, destroy the last part, lose points, and update our points display
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/// </summary>
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/// <param name="part"></param>
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public virtual void Lose(SnakeBodyPart part)
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{
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if (Time.time - _lastLostPart < MinTimeBetweenLostParts)
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{
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return;
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}
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_lastLostPart = Time.time;
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LoseFeedback?.PlayFeedbacks(part.transform.position);
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Destroy(_snakeBodyParts[_snakeBodyParts.Count-1].gameObject);
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_snakeBodyParts.RemoveAt(_snakeBodyParts.Count-1);
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SnakePoints--;
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PointsCounter.text = SnakePoints.ToString();
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}
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}
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}
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