/// <summary>
    /// Sets the stickyness.
    /// </summary>
    /// <param name="index">Level of stickiness.</param>
    public void SetStickyness(int index)
    {
        index = Mathf.Clamp(index, 0, stickyStages.Length - 1);

        // Set our stickiness and update speed/collider for the new stage
        stickyness = stickyStages[index].stickiness;
        multiplier = stickyStages[index].speedMultiplier;
        myCollider.radius = baseRadius + stickyStages[index].radiusIncrease;
        collisionOffset = stickyStages[index].pickupDistanceScale;

        // Change audio for new stage
        pickupSource = AudioHelper.CreateAudioSource(gameObject, stickyStages[index].collectSound);
        ChangeMovementSound();
    }
    /// <summary>
    /// Sets the stickyness.
    /// </summary>
    /// <param name="index">Level of stickiness.</param>
    public void SetStickyness(int index)
    {
        index = Mathf.Clamp(index, 0, stickyStages.Length - 1);

        // Set our stickiness and update speed/collider for the new stage
        stickyness        = stickyStages[index].stickiness;
        multiplier        = stickyStages[index].speedMultiplier;
        myCollider.radius = baseRadius + stickyStages[index].radiusIncrease;
        collisionOffset   = stickyStages[index].pickupDistanceScale;

        // Change audio for new stage
        pickupSource = AudioHelper.CreateAudioSource(gameObject, stickyStages[index].collectSound);
        ChangeMovementSound();
    }