using UnityEngine; public class PlayerController : OrbitalPositionBehaviour { private static PlayerController s_Instance; public static bool IsPlayerAttached => s_Instance.m_OrbitalPosition.m_IsAttachedToRings; public static void AttachPlayer() { s_Instance.m_OrbitalPosition.m_IsAttachedToRings = true; } private Vector3 m_SuicidePoint; private bool m_KillingItself = false; private float m_DeathLerp = 0f; public MeshRenderer m_Renderer; protected override void OnStart() { s_Instance = this; GlobalOrbitalPositionManager.SetPlayer(m_OrbitalPosition); m_OrbitalPosition.m_ObjectRadius = 0.4f; m_OrbitalPosition.m_SpinSpeed = 0.2f; } public void Update() { if (Input.GetKeyDown(KeyCode.Space) && GlobalOrbitalPositionManager.AllowPlayerInput) { m_OrbitalPosition.m_AttachedRing += 1; } if (!m_KillingItself) return; transform.position = Vector3.Lerp(m_SuicidePoint, Vector3.zero, m_DeathLerp); m_DeathLerp += Time.deltaTime; } public override void OnCollision(OrbitalPositionBehaviour other) { if (!m_OrbitalPosition.m_IsAttachedToRings) return; GlobalOrbitalPositionManager.RestartSimulation(); m_SuicidePoint = transform.position; m_KillingItself = true; m_DeathLerp = 0f; } public override void OnSimulationRestart() { m_KillingItself = false; m_Renderer.enabled = true; } public override void OnReachCentre() { GlobalOrbitalPositionManager.RestartSimulation(); } }