[Refactor] Reworked how OrbitalBehaviour behaves under the hood
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244
Assets/Scripts/GlobalOrbitalManager.cs
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244
Assets/Scripts/GlobalOrbitalManager.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public partial class OrbitalBehaviour
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{
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public class BehaviourManager : MonoBehaviour
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{
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private static BehaviourManager Instance;
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private Vector3[] m_PrecalculatedPositions;
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private bool m_CurrentRingAllowsSpawning;
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private bool m_IsSimulationRunning;
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private bool m_AllowPlayerInput;
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public static bool IsSimulationRunning => Instance.m_IsSimulationRunning;
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public static bool AllowPlayerInput => Instance.m_AllowPlayerInput;
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private float m_LocalDeltaTimeScale = 1f;
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private float m_TimeOfLastRingSpawn;
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private int m_LastGeneratedRing;
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private readonly Dictionary<int, float> m_Distances = new();
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private readonly List<OrbitalBehaviour> m_ObjectInstances = new();
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private readonly List<Ring> m_Rings = new();
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private OrbitalBehaviour m_PlayerInstance;
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private GameObject m_RingParent;
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private const int CirclePoints = 100;
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public static IEnumerator StartPlayerSpeedupModifier()
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{
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Instance.m_LocalDeltaTimeScale *= 1.5f;
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yield return new WaitForSeconds(10f);
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Instance.m_LocalDeltaTimeScale /= 1.5f;
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Instance.m_LocalDeltaTimeScale *= 2f;
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yield return new WaitForSeconds(5f);
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Instance.m_LocalDeltaTimeScale /= 2f;
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}
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
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private static void OnApplicationStart()
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{
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GameObject manager = new("OrbitalManager");
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DontDestroyOnLoad(manager);
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Instance = manager.AddComponent<BehaviourManager>();
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Instance.PrecalculatePositions();
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Instance.StartCoroutine(RestartSimulation());
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Instance.m_RingParent = new GameObject("RingHolder");
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}
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private void PrecalculatePositions()
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{
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m_PrecalculatedPositions = new Vector3[CirclePoints];
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for (int idx = 0; idx < m_PrecalculatedPositions.Length; idx++)
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{
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m_PrecalculatedPositions[idx] = new Vector3
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(
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x: Mathf.Cos(Mathf.Deg2Rad * (359f / CirclePoints * idx)),
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y: Mathf.Sin(Mathf.Deg2Rad * (359f / CirclePoints * idx)),
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z: 0
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);
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}
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}
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public static IEnumerator RestartSimulation()
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{
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Instance.m_IsSimulationRunning = false;
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Instance.m_AllowPlayerInput = false;
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Instance.m_LocalDeltaTimeScale = 7f;
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for (int idx = 0; idx < 100; idx++) // 100 = 5 seconds of fixed updates
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{
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if (Instance.m_PlayerInstance != null)
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{
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Instance.m_PlayerInstance.m_AttachedRing = Instance.m_LastGeneratedRing;
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}
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yield return new WaitForFixedUpdate();
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}
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PlayerController.AttachPlayer();
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foreach (OrbitalBehaviour behaviour in Instance.m_ObjectInstances)
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{
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behaviour.OnSimulationRestart();
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}
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yield return new WaitForSeconds(1.3f);
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Instance.m_IsSimulationRunning = true;
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Instance.m_AllowPlayerInput = true;
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Instance.m_LocalDeltaTimeScale = 1f;
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}
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private void SpawnNewRing()
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{
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GameObject newRing = Instantiate(Settings.Instance.RingPrefab, m_RingParent.transform);
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newRing.transform.localScale = new Vector3(12f, 12f, 1f);
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Ring ring = newRing.AddComponent<Ring>();
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ring.m_ID = m_LastGeneratedRing + 1;
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m_Rings.Add(ring);
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LineRenderer lineRenderer = newRing.GetComponentInChildren<LineRenderer>();
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lineRenderer.loop = true;
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lineRenderer.positionCount = CirclePoints;
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lineRenderer.startWidth = 0.1f;
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lineRenderer.endWidth = 0.1f;
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lineRenderer.material = new Material(Shader.Find("Sprites/Default"));
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m_LastGeneratedRing = ring.m_ID;
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m_TimeOfLastRingSpawn = Time.time;
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m_CurrentRingAllowsSpawning = Random.Range(0, 25) != 0;
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if (!m_CurrentRingAllowsSpawning && m_AllowPlayerInput)
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{
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Instantiate(Settings.Instance.ModifierPrefab);
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}
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}
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private void Update()
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{
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if (Time.time - m_TimeOfLastRingSpawn > Settings.Instance.GapDistance / m_LocalDeltaTimeScale)
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{
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SpawnNewRing();
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}
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List<Ring> toRemove = new();
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m_Distances.Clear();
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foreach (Ring ring in m_Rings)
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{
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float diff = (m_LocalDeltaTimeScale * Time.deltaTime) * 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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for (int vert = 0; vert < CirclePoints; vert++)
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{
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lineRenderer.SetPosition(vert, new Vector3
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(
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x: m_PrecalculatedPositions[vert].x * ring.transform.localScale.x,
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y: m_PrecalculatedPositions[vert].y * ring.transform.localScale.y,
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z: 10
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));
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}
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float lerp = (ring.transform.localScale.x - 0.5f) / 4f;
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Color c = Color.Lerp(Color.black, Color.white, Mathf.Clamp01(lerp));
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if (ring.transform.localScale.x < 0.5f)
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{
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if (m_IsSimulationRunning)
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PlayerController.s_PlayerScore++;
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toRemove.Add(ring);
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}
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lineRenderer.startColor = c;
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lineRenderer.endColor = c;
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m_Distances[ring.m_ID] = ring.transform.localScale.x;
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}
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foreach (Ring ring in toRemove)
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{
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m_Rings.Remove(ring);
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Destroy(ring.gameObject);
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}
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foreach (OrbitalBehaviour orbitalPosition in m_ObjectInstances)
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{
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if (!orbitalPosition.IsAttachedToRings)
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continue;
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if (!m_Distances.TryGetValue(orbitalPosition.m_AttachedRing, out float distance))
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{
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orbitalPosition.m_AttachedRing = m_LastGeneratedRing;
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orbitalPosition.OnReachCentre();
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continue;
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}
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orbitalPosition.m_DistanceFromCentre = distance;
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float deltaTime = Time.deltaTime * m_LocalDeltaTimeScale;
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float movement = deltaTime * Settings.Instance.RadiusSpeed * orbitalPosition.m_SpinSpeed;
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orbitalPosition.m_DistanceAlongCircumference += movement;
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orbitalPosition.m_DistanceAlongCircumference %= Mathf.PI * 2;
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orbitalPosition.transform.position = orbitalPosition.TranslateToVector3();
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}
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}
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private void FixedUpdate()
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{
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foreach (OrbitalBehaviour orbital in m_ObjectInstances)
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{
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if (orbital == m_PlayerInstance)
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continue;
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Vector2 a = orbital.TranslateToVector3();
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Vector2 b = m_PlayerInstance.TranslateToVector3();
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float distance = (a - b).magnitude;
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float radii = orbital.m_ObjectRadius + m_PlayerInstance.m_ObjectRadius;
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if (distance > radii)
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continue;
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m_PlayerInstance.OnOrbitalCollision(orbital);
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orbital.OnOrbitalCollision(m_PlayerInstance);
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}
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if (Random.Range(0, 20) == 0 && m_AllowPlayerInput && m_CurrentRingAllowsSpawning)
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{
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Instantiate(Settings.Instance.EnemyPrefab);
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}
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}
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public static void UnregisterOrbitalInstance(OrbitalBehaviour instance)
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{
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Instance.m_ObjectInstances.Remove(instance);
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}
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public static void RegisterOrbitalInstance(OrbitalBehaviour instance)
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{
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instance.m_AttachedRing = Instance.m_LastGeneratedRing; // Connects it to last generated ring
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Instance.m_ObjectInstances.Add(instance);
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}
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public static void SetPlayer(OrbitalBehaviour player)
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{
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Instance.m_PlayerInstance = player;
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}
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}
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}
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