refactor modules
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65
Assets/Station46/Modules/Hover Sphere/Scripts/Ring.cs
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65
Assets/Station46/Modules/Hover Sphere/Scripts/Ring.cs
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using System.Collections.Generic;
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using EscapeRoomEngine.Engine.Runtime.Utilities;
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using JetBrains.Annotations;
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using NaughtyAttributes;
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using UnityEngine;
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namespace Station46.Runtime.Puzzle_A
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{
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/// <summary>
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/// The rotating ring in the symbol ball module.
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/// </summary>
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public class Ring : MonoBehaviour
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{
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[Tooltip("Whether the ring is rotating.")]
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public bool rotating = true;
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[Tooltip("The current angle of the rotation.")]
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public float rotationAngle;
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[Tooltip("The range in degrees from the front of the module where a symbol should be lit up.")]
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[MinMaxSlider(-180, 180)]
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public Vector2 activeRange;
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[BoxGroup("Internal")] [Required]
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public Crystal crystal;
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[BoxGroup("Internal")]
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[ValidateInput("SymbolCount", "Must have same amount of symbols and slots.")]
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public List<Symbol> symbols;
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[BoxGroup("Internal")]
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public List<Transform> symbolSlots;
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private void Awake()
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{
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var angleDistance = 360f / symbols.Count;
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List<Symbol> symbolInstances = new(symbols.Count);
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for (var i = 0; i < symbols.Count; i++)
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{
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var symbol = Instantiate(symbols.RandomElement(), symbolSlots[i], false);
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symbol.symbolPosition = i;
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symbol.anglePosition = i * angleDistance;
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symbolInstances.Add(symbol);
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}
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symbols = symbolInstances;
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}
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private void Update()
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{
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if(rotating)
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{
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transform.localRotation = Quaternion.AngleAxis(rotationAngle, Vector3.forward);
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var activeSymbol = false;
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symbols.ForEach(symbol =>
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{
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var angle = (rotationAngle - symbol.anglePosition) % 360;
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var active = angle > activeRange.x && angle < activeRange.y || angle > 360 + activeRange.x;
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symbol.Active = active;
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activeSymbol |= active;
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});
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crystal.Active = activeSymbol;
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}
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}
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[UsedImplicitly] private bool SymbolCount(List<Symbol> list) => list.Count == symbolSlots.Count;
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}
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}
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