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    //Check if the difference along the x axis is greater than the difference along the y axis.
     if (Mathf.Abs(x) > Mathf.Abs(y))
      //If x is greater than zero, set horizontal to 1, otherwise set it to -1
      horizontal = x > 0 ? 1 : -1;
     else
      //If y is greater than zero, set horizontal to 1, otherwise set it to -1
      vertical = y > 0 ? 1 : -1;
    }
   }










   #endif //End of mobile platform dependendent compilation section started above with #elif
   //Check if we have a non-zero value for horizontal or vertical
   if(horizontal != 0 || vertical != 0)
   {
    //Call AttemptMove passing in the generic parameter Wall, since that is what Player may interact with if they encounter one (by attacking it)
    //Pass in horizontal and vertical as parameters to specify the direction to move Player in.
    AttemptMove (horizontal, vertical);
   }
  }


  //AttemptMove overrides the AttemptMove function in the base class MovingObject
  //AttemptMove takes a generic parameter T which for Player will be of the type Wall, it also takes integers for x and y direction to move in.
  protected override void AttemptMove (int xDir, int yDir)
  {
   //Every time player moves, subtract from food points total.
   food--;
  
   //Update food text display to reflect current score.
   foodText.text = "Food: " + food;
  
   //Call the AttemptMove method of the base class, passing in the component T (in this case Wall) and x and y direction to move.
   base.AttemptMove (xDir, yDir);
  
   //Hit allows us to reference the result of the Linecast done in Move.
   RaycastHit2D hit;
  
   //If Move returns true, meaning Player was able to move into an empty space.
   if (Move (xDir, yDir, out hit))
   {
    //Call RandomizeSfx of SoundManager to play the move sound, passing in two audio clips to choose from.
    SoundManager.instance.RandomizeSfx (moveSound1, moveSound2);
   }
  
   //Since the player has moved and lost food points, check if the game has ended.
   CheckIfGameOver ();
  
   //Set the playersTurn boolean of GameManager to false now that players turn is over.
   GameManager.instance.playersTurn = false;
  }



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     if (Mathf.Abs(x) > Mathf.Abs(y))
      //If x is greater than zero, set horizontal to 1, otherwise set it to -1
      horizontal = x > 0 ? 1 : -1;
     else
      //If y is greater than zero, set horizontal to 1, otherwise set it to -1
      vertical = y > 0 ? 1 : -1;

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  protected override void AttemptMove (int xDir, int yDir)
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