[Refactor] Reworked how OrbitalBehaviour behaves under the hood
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@@ -1,270 +1,52 @@
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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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[System.Serializable] public class OrbitalPosition
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public partial class OrbitalBehaviour : MonoBehaviour
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{
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public int m_AttachedRing;
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public float m_DistanceFromCentre;
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public float m_DistanceAlongRadius;
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public float m_ObjectRadius = 0.1f;
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public bool m_IsAttachedToRings = true;
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[Header("Orbital Information")]
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[SerializeField] private int m_AttachedRing;
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[SerializeField] private float m_DistanceAlongCircumference;
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[SerializeField] private float m_ObjectRadius = 0.1f;
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[SerializeField] private float m_SpinSpeed = 0.1f;
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public OrbitalPositionBehaviour m_Behaviour;
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public readonly Transform m_Owner;
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[SerializeField] private float m_DistanceFromCentre;
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public float m_SpinSpeed = 1f;
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[field: SerializeField] protected bool IsAttachedToRings { get; set; } = true;
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public OrbitalPosition(GameObject owner)
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protected void RegisterObject(OrbitalInitializer init)
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{
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m_AttachedRing = GlobalOrbitalPositionManager.LastRingID;
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m_Owner = owner.transform;
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BehaviourManager.RegisterOrbitalInstance(this);
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m_DistanceAlongCircumference = init.DistanceAlongCircumference;
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m_ObjectRadius = init.ObjectRadius;
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m_SpinSpeed = init.SpinSpeed;
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}
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public Vector3 TranslateToVec3() => new
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private Vector3 TranslateToVector3() => new
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(
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x: m_DistanceFromCentre * Mathf.Cos(m_DistanceAlongRadius),
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y: m_DistanceFromCentre * Mathf.Sin(m_DistanceAlongRadius)
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x: m_DistanceFromCentre * Mathf.Cos(m_DistanceAlongCircumference),
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y: m_DistanceFromCentre * Mathf.Sin(m_DistanceAlongCircumference),
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z: 0
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);
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protected virtual void OnOrbitalCollision(OrbitalBehaviour other) { }
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protected virtual void OnSimulationRestart() { }
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protected virtual void OnReachCentre() { }
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protected void AdvanceRing()
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{
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m_AttachedRing++;
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}
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}
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public class OrbitalInitializer
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{
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public float DistanceAlongCircumference { get; set; }
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public float ObjectRadius { get; set; }
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public float SpinSpeed { get; set; }
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}
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public class Ring : MonoBehaviour
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{
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public int m_ID;
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}
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public class GlobalOrbitalPositionManager : MonoBehaviour
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{
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private static GlobalOrbitalPositionManager s_Instance;
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public static GlobalOrbitalPositionManager Instance => s_Instance;
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private readonly List<OrbitalPosition> m_ObjectInstances = new();
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private readonly List<Ring> m_Rings = new();
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private readonly Dictionary<int, float> m_Distances = new();
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public static bool s_IsSimulationRunning = true;
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private OrbitalPosition m_PlayerOrbitalPosition;
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public static void SetPlayer(OrbitalPosition player) => s_Instance.m_PlayerOrbitalPosition = player;
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public static bool AllowPlayerInput { get; private set; } = true;
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private float m_TimeOfLastRingSpawn = float.NegativeInfinity;
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private int m_LastGeneratedRing;
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public static int LastRingID => s_Instance.m_LastGeneratedRing;
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private const int CirclePoints = 100;
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private float m_LocalDeltaTimeScale = 1f;
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private float LocalDeltaTime => Time.deltaTime * m_LocalDeltaTimeScale;
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private bool m_CurrentRingAllowsSpawning;
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private Vector3[] m_PrecalculatedPositions;
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public IEnumerator StartPlayerSpeedupModifier()
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{
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m_LocalDeltaTimeScale *= 1.5f;
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yield return new WaitForSeconds(10f);
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m_LocalDeltaTimeScale /= 1.5f;
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m_LocalDeltaTimeScale *= 2f;
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yield return new WaitForSeconds(5f);
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m_LocalDeltaTimeScale /= 2f;
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}
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] private static void OnApplicationStart()
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{
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GameObject manager = new("GLOBAL ORBITAL MANAGER");
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DontDestroyOnLoad(manager);
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s_Instance = manager.AddComponent<GlobalOrbitalPositionManager>();
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s_Instance.m_PrecalculatedPositions = new Vector3[CirclePoints];
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for (int i = 0; i < s_Instance.m_PrecalculatedPositions.Length; i++)
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{
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s_Instance.m_PrecalculatedPositions[i] = new Vector3
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(
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x: Mathf.Cos(Mathf.Deg2Rad * (359f / CirclePoints * i)),
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y: Mathf.Sin(Mathf.Deg2Rad * (359f / CirclePoints * i)),
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z: 0
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);
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}
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RestartSimulation();
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}
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private static IEnumerator RestartSimulationInternal()
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{
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s_IsSimulationRunning = false;
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s_Instance.m_LocalDeltaTimeScale = 7f;
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AllowPlayerInput = false;
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for (int i = 0; i < 100; i++)
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{
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yield return new WaitForFixedUpdate();
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if (PlayerController.IsPlayerAttached)
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s_Instance.m_PlayerOrbitalPosition.m_AttachedRing = s_Instance.m_LastGeneratedRing;
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}
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PlayerController.AttachPlayer();
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foreach (OrbitalPosition behaviour in s_Instance.m_ObjectInstances)
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{
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behaviour.m_Behaviour.OnSimulationRestart();
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}
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yield return new WaitForSeconds(1.3f);
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AllowPlayerInput = true;
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s_Instance.m_LocalDeltaTimeScale = 1f;
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s_IsSimulationRunning = true;
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}
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public static void RestartSimulation() => s_Instance.StartCoroutine(RestartSimulationInternal());
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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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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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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 && AllowPlayerInput)
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Instantiate(Settings.Instance.ModifierPrefab);
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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 = 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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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 (s_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 (OrbitalPosition orbitalPosition in m_ObjectInstances)
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{
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if (!orbitalPosition.m_IsAttachedToRings)
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continue;
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if (!m_Distances.ContainsKey(orbitalPosition.m_AttachedRing))
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{
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orbitalPosition.m_AttachedRing = m_LastGeneratedRing;
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orbitalPosition.m_Behaviour.OnReachCentre();
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}
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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 * 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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}
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private void FixedUpdate()
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{
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foreach (OrbitalPosition orbital in m_ObjectInstances)
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{
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if (orbital == m_PlayerOrbitalPosition)
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continue;
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Vector2 a = orbital.TranslateToVec3();
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Vector2 b = m_PlayerOrbitalPosition.TranslateToVec3();
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float distance = (a - b).magnitude;
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float radii = orbital.m_ObjectRadius + m_PlayerOrbitalPosition.m_ObjectRadius;
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if (distance < radii)
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{
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orbital.m_Behaviour.OnCollision(m_PlayerOrbitalPosition.m_Behaviour);
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m_PlayerOrbitalPosition.m_Behaviour.OnCollision(orbital.m_Behaviour);
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}
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}
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if (Random.Range(0, 20) == 0 && AllowPlayerInput && m_CurrentRingAllowsSpawning)
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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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s_Instance.m_ObjectInstances.Add(newInstance);
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public static void UnregisterOrbitalPositionInstance(OrbitalPosition removedInstance) =>
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s_Instance.m_ObjectInstances.Remove(removedInstance);
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}
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public abstract class OrbitalPositionBehaviour : MonoBehaviour
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{
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[SerializeField] protected OrbitalPosition m_OrbitalPosition;
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private void Start()
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{
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m_OrbitalPosition = new OrbitalPosition(gameObject)
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{
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m_Behaviour = this
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};
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GlobalOrbitalPositionManager.RegisterOrbitalPositionInstance(m_OrbitalPosition);
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OnStart();
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}
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private void OnDestroy() =>
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GlobalOrbitalPositionManager.UnregisterOrbitalPositionInstance(m_OrbitalPosition);
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protected virtual void OnStart() { }
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public virtual void OnReachCentre() { }
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public virtual void OnCollision(OrbitalPositionBehaviour other) { }
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public virtual void OnSimulationRestart() { }
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}
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