TO SQUASH: Yummy text on get.
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@@ -18,13 +18,15 @@ public class YummyCake : MonoBehaviour
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public GameObject keyPrefab;
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public Canvas canvas;
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private AudioSource audioSource;
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private Animator animator;
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private WorldFiller worldFiller;
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private static float laserProbability = 0.4f;
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private static float laserProbability = 0.25f;
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private static float magnetProbability = 0.2f;
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@@ -70,21 +72,31 @@ public class YummyCake : MonoBehaviour
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private void SpawnItem(float randomValue)
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{
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if (randomValue < laserProbability)
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float laserThreshold = laserProbability;
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float magnetThreshold = laserThreshold + magnetProbability;
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float keyThreshold = magnetThreshold + keyProbability;
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GameObject item = null;
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if (randomValue < laserThreshold)
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{
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Instantiate(laserPrefab, transform.position, Quaternion.identity);
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item = Instantiate(laserPrefab, transform.position, Quaternion.identity);
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}
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else if (randomValue < magnetProbability)
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else if (randomValue < magnetThreshold)
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{
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Instantiate(magnetPrefab, transform.position, Quaternion.identity);
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item = Instantiate(magnetPrefab, transform.position, Quaternion.identity);
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}
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else if (randomValue < keyProbability)
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else if (randomValue < keyThreshold)
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{
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Instantiate(keyPrefab, transform.position, Quaternion.identity);
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item = Instantiate(keyPrefab, transform.position, Quaternion.identity);
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}
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else
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{
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Instantiate(lightningPrefab, transform.position, Quaternion.identity);
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item = Instantiate(lightningPrefab, transform.position, Quaternion.identity);
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}
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if (item != null)
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{
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item.GetComponent<YummyBase>().canvas = canvas;
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}
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}
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@@ -106,14 +118,11 @@ public class YummyCake : MonoBehaviour
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else
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{
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// The first yummy is guaranteed.
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float randomValue = 0.0f;
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SpawnItem(Random.value);
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while (randomValue < manyProbability)
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while (Random.value < manyProbability)
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{
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SpawnItem(randomValue);
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// Update randomValue to determine if we should spawn another item.
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randomValue = Random.value;
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SpawnItem(Random.value);
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}
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}
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}
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