tweaks
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1d487a5462
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22ae297532
84
Main.cs
84
Main.cs
@ -10,12 +10,17 @@ public class Main : Node2D
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private readonly List<ParticleType> _particleTypes = new List<ParticleType>();
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private List<Particle> _particles;
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private const int MaxParticles = 700;
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private const float HealthDelta = 0.002f;
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private const float PositiveHealthMultiplier = 2f;
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public override void _Ready()
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{
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GD.Randomize();
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InitializeParticleTypes(10);
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InitializeParticles(700);
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_particles = GetNode<Node2D>("Particles").GetChildren().Cast<Particle>().ToList();
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InitializeParticleTypes(12);
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InitializeParticles(MaxParticles);
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}
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public override void _Process(float delta)
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@ -41,8 +46,10 @@ public class Main : Node2D
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}
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foreach (var type1 in _particleTypes)
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foreach (var type2 in _particleTypes)
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type1.AddRelationship(type2, 20, (float) GD.RandRange(25, 60), (float) GD.RandRange(-0.33 * 2f, 0.35 * 2f));
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foreach (var type2 in _particleTypes)
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type1.AddRelationship(type2,
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new ParticleRelationshipProps(20, (float) GD.RandRange(25, 60),
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(float) GD.RandRange(-0.33 * 2f, 0.35 * 2f)));
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}
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private void InitializeParticles(int nParticles)
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@ -55,6 +62,7 @@ public class Main : Node2D
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GetNode<Node2D>("Particles").AddChild(particle);
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particle.Position = GetRandomParticlePosition();
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particle.Type = _particleTypes[typeCount];
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particle.Health = 1f;
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if (typeCount < _particleTypes.Count - 1)
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typeCount++;
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@ -63,6 +71,23 @@ public class Main : Node2D
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}
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}
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private void CreateParticle(ParticleType type)
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{
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var particleScene = GD.Load<PackedScene>("res://Particle.tscn");
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var particle = particleScene.Instance<Particle>();
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GetNode<Node2D>("Particles").AddChild(particle);
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particle.Position = GetRandomParticlePosition();
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particle.Type = type;
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particle.Health = 1f;
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}
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private void CreateRandomParticle()
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{
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var randomIndex = (int)(GD.Randi() % _particleTypes.Count);
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var type = _particleTypes[randomIndex];
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CreateParticle(type);
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}
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private Vector2 GetRandomParticlePosition()
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{
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var viewportRect = GetViewportRect();
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@ -74,27 +99,60 @@ public class Main : Node2D
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private void UpdateParticles()
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{
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_particles = GetNode<Node2D>("Particles").GetChildren().Cast<Particle>().ToList();
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var tasks = new Task[_particles.Count];
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var viewportRect = GetViewportRect();
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for (var i = 0; i < _particles.Count; i++) tasks[i] = Task.Factory.StartNew(UpdateParticle, _particles[i]);
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Task.WaitAll(tasks);
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var deletedParticle = false;
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foreach (var p in _particles)
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{
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if (deletedParticle == false && p.Health == 0f)
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{
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if (GD.Randf() < 0.2f)
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{
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p.Free();
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deletedParticle = true;
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continue;
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}
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}
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var position = p.Position;
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p.Velocity = p.Velocity.Clamped(3f * 2f);
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p.Velocity = p.Velocity.Clamped(3f * 4f);
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position += p.Velocity;
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p.Velocity *= 0.85f;
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p.Velocity *= 0.875f; // friction
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position.x = Mathf.Clamp(position.x, ParticleScreenPadding, viewportRect.Size.x - ParticleScreenPadding);
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position.y = Mathf.Clamp(position.y, ParticleScreenPadding, viewportRect.Size.y - ParticleScreenPadding);
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p.AddAverageSpeedValue(p.Position.DistanceTo(position));
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if (p.AverageSpeed < 0.3f)
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p.Health -= HealthDelta * 1.5f;
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else
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p.Health += HealthDelta;
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if (deletedParticle == false && p.Health == 0f)
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{
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if (GD.Randf() < 0.2f)
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{
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p.Free();
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deletedParticle = true;
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continue;
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}
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}
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p.Position = position;
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}
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if (_particles.Count < MaxParticles)
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if (GD.Randf() < 0.3f)
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CreateRandomParticle();
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}
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private void UpdateParticle(object particle)
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{
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var p1 = (Particle) particle;
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var closeCount = 0;
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foreach (var p2 in _particles)
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{
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var viewportRect = GetViewportRect();
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@ -105,6 +163,12 @@ public class Main : Node2D
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continue;
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var direction = p1.Position.DirectionTo(p2.Position);
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if (distance < 70)
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{
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closeCount++;
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}
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// collision force
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if (distance < 20)
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{
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@ -121,5 +185,11 @@ public class Main : Node2D
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props.Force;
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p1.Velocity += direction * particleForce;
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}
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if (closeCount < 3 || closeCount > 35)
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p1.Health -= HealthDelta * 1.5f;
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else
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p1.Health += HealthDelta;
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}
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}
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29
Particle.cs
29
Particle.cs
@ -3,9 +3,23 @@ using Godot;
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public class Particle : Node2D
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{
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private Sprite _spriteNode;
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private Label _labelNode;
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private ParticleType _type;
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private float _health = 0f;
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private float _averageSpeed = 1f;
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public Vector2 Velocity { get; set; }
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public float AverageSpeed { get => _averageSpeed; }
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public float Health
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{
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get => _health;
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set
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{
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_health = Mathf.Clamp(value, 0f, 1f);
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_spriteNode.Modulate = Color.FromHsv(_type.Hue, Health, 1);
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}
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}
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public ParticleType Type
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{
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@ -13,12 +27,23 @@ public class Particle : Node2D
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set
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{
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_type = value;
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_spriteNode.Modulate = Color.FromHsv(_type.Hue, 1, 1);
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_spriteNode.Modulate = Color.FromHsv(_type.Hue, Health, 1);
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}
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}
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public override void _Ready()
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{
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_spriteNode = GetNode<Sprite>("Sprite");
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_labelNode = GetNode<Label>("Label");
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}
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public void AddAverageSpeedValue(float speed)
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{
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_averageSpeed = (0.99f * _averageSpeed) + (0.01f * speed);
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}
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public void SetLabelText(string text)
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{
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_labelNode.Text = text;
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}
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}
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@ -9,3 +9,14 @@ script = ExtResource( 2 )
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[node name="Sprite" type="Sprite" parent="."]
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scale = Vector2( 0.25, 0.25 )
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texture = ExtResource( 1 )
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[node name="Label" type="Label" parent="."]
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visible = false
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margin_left = -18.0
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margin_top = -23.0
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margin_right = 18.0
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margin_bottom = -9.0
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text = "0.05"
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__meta__ = {
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"_edit_use_anchors_": false
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}
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@ -28,11 +28,10 @@ public class ParticleType
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set => _hue = Mathf.Clamp(value, 0, 1);
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}
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public void AddRelationship(ParticleType type, float minRadius, float maxRadius, float force)
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public void AddRelationship(ParticleType type, ParticleRelationshipProps props)
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{
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if (_particleRelationships.ContainsKey(type))
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return;
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var props = new ParticleRelationshipProps(minRadius, maxRadius, force);
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_particleRelationships[type] = props;
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}
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