[Refactor] GlobalOrbitalSettings
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@@ -129,9 +129,9 @@ public class GlobalOrbitalPositionManager : MonoBehaviour
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private void Update()
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{
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if (Time.time - m_TimeOfLastRingSpawn > (GlobalOrbitalSettings.GapDistance / m_LocalDeltaTimeScale))
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if (Time.time - m_TimeOfLastRingSpawn > (Settings.Instance.GapDistance / m_LocalDeltaTimeScale))
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{
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GameObject newRing = Instantiate(GlobalOrbitalSettings.RingPrefab);
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GameObject newRing = Instantiate(Settings.Instance.RingPrefab);
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newRing.transform.localScale = new Vector3(12f, 12f, 1);
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Ring ring = newRing.AddComponent<Ring>();
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@@ -150,7 +150,7 @@ public class GlobalOrbitalPositionManager : MonoBehaviour
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m_CurrentRingAllowsSpawning = Random.Range(0, 25) != 0;
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if (!m_CurrentRingAllowsSpawning && AllowPlayerInput)
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Instantiate(GlobalOrbitalSettings.ModifierPrefab);
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Instantiate(Settings.Instance.ModifierPrefab);
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}
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List<Ring> toRemove = new();
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@@ -158,7 +158,7 @@ public class GlobalOrbitalPositionManager : MonoBehaviour
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foreach (Ring ring in m_Rings)
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{
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float diff = LocalDeltaTime * GlobalOrbitalSettings.DistanceSpeed;
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float diff = LocalDeltaTime * Settings.Instance.DistanceSpeed;
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ring.transform.localScale -= new Vector3(diff, diff, 0f);
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LineRenderer lineRenderer = ring.GetComponentInChildren<LineRenderer>();
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@@ -207,7 +207,7 @@ public class GlobalOrbitalPositionManager : MonoBehaviour
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float distance = m_Distances[orbitalPosition.m_AttachedRing];
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orbitalPosition.m_DistanceFromCentre = distance;
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orbitalPosition.m_DistanceAlongRadius = (orbitalPosition.m_DistanceAlongRadius + LocalDeltaTime * GlobalOrbitalSettings.RadiusSpeed * orbitalPosition.m_SpinSpeed) % (Mathf.PI * 2);
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orbitalPosition.m_DistanceAlongRadius = (orbitalPosition.m_DistanceAlongRadius + LocalDeltaTime * Settings.Instance.RadiusSpeed * orbitalPosition.m_SpinSpeed) % (Mathf.PI * 2);
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orbitalPosition.m_Owner.position = orbitalPosition.TranslateToVec3();
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}
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@@ -232,7 +232,7 @@ public class GlobalOrbitalPositionManager : MonoBehaviour
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}
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if (Random.Range(0, 20) == 0 && AllowPlayerInput && m_CurrentRingAllowsSpawning)
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Instantiate(GlobalOrbitalSettings.EnemyPrefab);
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Instantiate(Settings.Instance.EnemyPrefab);
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}
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public static void RegisterOrbitalPositionInstance(OrbitalPosition newInstance) =>
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