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https://github.com/Xevion/Galagan.git
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remaining cleanup
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@@ -1,6 +1,4 @@
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using System;
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using UnityEngine;
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using Random = UnityEngine.Random;
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public class Asteroid : MonoBehaviour
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{
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@@ -1,6 +1,3 @@
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using System;
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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 class Point : MonoBehaviour
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@@ -1,8 +1,4 @@
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using System;
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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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using UnityEngine.Serialization;
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using Random = UnityEngine.Random;
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[RequireComponent(typeof(LineRenderer), typeof(Collider2D))]
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@@ -39,7 +35,7 @@ public class Shaper : MonoBehaviour
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{
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_lineRenderer = GetComponent<LineRenderer>();
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_polygonCollider = GetComponent<PolygonCollider2D>();
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GenerateLine();
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}
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@@ -47,7 +43,7 @@ public class Shaper : MonoBehaviour
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{
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_lineRenderer.positionCount = 0;
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_lineRenderer.loop = true;
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// Calculate points for circle
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var pointCount = Random.Range(pointCountLow, pointCountHigh);
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_lineRenderer.positionCount = pointCount;
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@@ -55,9 +51,11 @@ public class Shaper : MonoBehaviour
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var previousRadius = radius;
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// Generate points
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for (var i = 0; i < pointCount; i++) {
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for (var i = 0; i < pointCount; i++)
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{
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var rad = Mathf.Deg2Rad * (i * 360f / pointCount);
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var pointRadius = previousRadius * maxChange + (radius + Random.Range(jaggedLow, jaggedHigh)) * (1f - maxChange);
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var pointRadius = previousRadius * maxChange +
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(radius + Random.Range(jaggedLow, jaggedHigh)) * (1f - maxChange);
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points[i] = new Vector3(Mathf.Sin(rad) * pointRadius, Mathf.Cos(rad) * pointRadius, 0);
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previousRadius = pointRadius;
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}
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@@ -65,13 +63,14 @@ public class Shaper : MonoBehaviour
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// Add points to LineRenderer
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_lineRenderer.SetPositions(points);
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// Use the linerenderer's Vector3's to create vector2 collider path
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// Use the line-renderer's Vector3's to create vector2 collider path
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var path = new Vector2[_lineRenderer.positionCount + 1];
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for (var i = 0; i < pointCount; i++)
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{
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// Convert Vector3 to Vector2
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path[i] = points[i];
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}
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path[_lineRenderer.positionCount] = path[0];
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_polygonCollider.SetPath(0, path);
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}
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