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using UnityEngine;
using System.Collections;

public class CollisionSound : MonoBehaviour {
public AudioClip collisionSound;
private float lastPlayedSound;

void Start() {
}

void OnCollisionEnter(Collision other)
{
//TODO Fix such that the sounds doesn't play all the freakin time

float velocity = GetComponent<Rigidbody>().velocity.sqrMagnitude/5;

if (velocity >= 1f) {
AudioSource.PlayClipAtPoint(collisionSound, transform.position, velocity);
}
}
}
@@ -17,20 +17,22 @@ public class LeftHand : MonoBehaviour {
if (grabbedObject == null) {
GrabObject ();
} else {
grabbedObject.GetComponent<Rigidbody>().isKinematic = false;
grabbedObject = null;
}
}
if (grabbedObject != null) {
//TODO Make such that the object doesn't rotate all over the place
//TODO Make such that objects gabbing position is also specified
grabbedObject.transform.position = grabbingLocation + transform.position;
grabbedObject.GetComponent<Rigidbody>().isKinematic = true;
}
}

void GrabObject() {
Collider[] collidedObjects = Physics.OverlapSphere (grabbingLocation + transform.position, grabbingRadius);

int bestIndex = -1;
int bestIndex = -1; //IT WORKS, OKEY?! Don't judge me :(
float bestDist = float.MaxValue;

for (int i = 0; i < collidedObjects.Length; i++) {
@@ -45,8 +45,6 @@ public class MainGameManager : MonoBehaviour {

while (timeRemaining > 0) {
timeRemaining = timeRemaining - Time.fixedDeltaTime;
Debug.Log("Time remaining: " + timeRemaining);
//Debug.Log("Time remaining: " + timeRemaining);
yield return new WaitForFixedUpdate();
}
Debug.Log ("Time's up!");
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rgba: 0
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iOSLaunchScreenSize: 100
iOSLaunchScreenCustomXibPath:
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resolutionDialogBanner: {fileID: 0}
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