Made respawn when hit centre
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@@ -1,3 +1,4 @@
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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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@@ -41,6 +42,8 @@ public class GlobalOrbitalPositionManager : MonoBehaviour
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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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@@ -67,14 +70,42 @@ public class GlobalOrbitalPositionManager : MonoBehaviour
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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 bool s_RestartingSimulation = false;
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private static IEnumerator RestartSimulationInternal()
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{
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//if (s_RestartingSimulation)
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// yield break;
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s_RestartingSimulation = true;
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Time.timeScale = 3.5f;
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AllowPlayerInput = false;
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for (int i = 0; i < 500; i++)
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{
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yield return new WaitForEndOfFrame();
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s_Instance.m_PlayerOrbitalPosition.m_AttachedRing = s_Instance.m_LastGeneratedRing;
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}
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yield return new WaitForSeconds(4f * Time.timeScale);
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AllowPlayerInput = true;
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Time.timeScale = 1f;
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s_RestartingSimulation = 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 > GlobalOrbitalSettings.GapDistance)
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{
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GameObject newRing = Instantiate(GlobalOrbitalSettings.RingPrefab);
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newRing.transform.localScale = new Vector3(10f, 10f, 1);
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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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@@ -126,8 +157,8 @@ public class GlobalOrbitalPositionManager : MonoBehaviour
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{
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if (!m_Distances.ContainsKey(orbitalPosition.m_AttachedRing))
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{
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orbitalPosition.m_Behaviour.OnReachCentre();
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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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@@ -156,7 +187,7 @@ public class GlobalOrbitalPositionManager : MonoBehaviour
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}
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}
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if (Random.Range(0, 20) == 0)
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if (Random.Range(0, 20) == 0 && AllowPlayerInput)
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Instantiate(GlobalOrbitalSettings.EnemyPrefab);
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}
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