new file: .DS_Store
new file: Audio/track.mp3 new file: Audio/track.mp3.import modified: Charts/track.json modified: Scenes/Game/level.tscn new file: Scripts/.DS_Store modified: Scripts/Core/GameManager.cs modified: Scripts/Core/MusicClock.cs modified: Scripts/Core/TrackGenerator.cs modified: Scripts/Data/ChartEvent.cs modified: Scripts/Data/TrackData.cs modified: Scripts/GameObjects/NoteObject.cs
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Scripts/.DS_Store
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Scripts/.DS_Store
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@@ -3,10 +3,13 @@ using Onrinto.Chart;
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public partial class GameManager : Node3D
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{
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public TrackData CurrentTrack { get; private set; }
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[Export] public float VisibleDistance = 150.0f;
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[Export] public float PlayerSpeed = 1.5f;
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public TrackData CurrentTrack { get; set; }
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public static GameManager Instance { get; private set; }
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public float CurrentAbsoluteSpeed { get; private set; }
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public float FinalSpeed => CurrentAbsoluteSpeed * PlayerSpeed;
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public float CurrentAbsZ { get; private set; }
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private int absoluteSpeedPointIndexArrow = 0;
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@@ -23,6 +26,11 @@ public partial class GameManager : Node3D
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return;
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}
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if(absoluteSpeedPointIndexArrow > 0 && time < CurrentTrack.TickToSeconds(points[absoluteSpeedPointIndexArrow].Tick))
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{
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absoluteSpeedPointIndexArrow = 0;
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}
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for(int i = absoluteSpeedPointIndexArrow; i < points.Count - 1; i++)
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{
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double pointTime_from = CurrentTrack.TickToSeconds(points[i].Tick);
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@@ -34,8 +42,15 @@ public partial class GameManager : Node3D
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if(points[i].IsLinear)
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{
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double t = (time - pointTime_from) / (pointTime_to - pointTime_from);
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CurrentAbsoluteSpeed = Mathf.Lerp(points[i].Speed, points[i + 1].Speed, (float)t);
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if (pointTime_to <= pointTime_from)
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{
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CurrentAbsoluteSpeed = points[i].Speed;
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}
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else
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{
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double t = (time - pointTime_from) / (pointTime_to - pointTime_from);
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CurrentAbsoluteSpeed = Mathf.Lerp(points[i].Speed, points[i + 1].Speed, (float)t);
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}
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}
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else
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{
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@@ -10,7 +10,21 @@ public partial class MusicClock : AudioStreamPlayer
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public override void _Ready()
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{
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Instance = this;
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if (Stream == null) GD.PrintErr("MusicClock: No Audio File?");
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}
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public void LoadMusic(string path)
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{
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if (string.IsNullOrEmpty(path)) return;
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var stream = GD.Load<AudioStream>(path);
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if (stream != null)
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{
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Stream = stream;
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}
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else
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{
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GD.PrintErr($"Failed to load music at: {path}");
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}
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}
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public override void _Process(double delta)
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@@ -4,7 +4,6 @@ using Onrinto.Chart;
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using System.Text.Json.Serialization;
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using System.Linq;
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using System.Collections.Generic;
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using System.Security.Cryptography.X509Certificates;
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public partial class TrackGenerator : Node3D
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{
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@@ -12,6 +11,8 @@ public partial class TrackGenerator : Node3D
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List<ChartEvent> _notes = new List<ChartEvent>();
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[Export] public PackedScene NotePrefab;
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private int _spawnIndex = 0;
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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@@ -44,21 +45,46 @@ public partial class TrackGenerator : Node3D
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}
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_notes = track.Events.OrderBy(e => e.Tick).ToList(); // Ensure events are sorted by time.
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track.Initialize(); // Pre-calculate hit times and positions.
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GameManager.Instance.CurrentTrack = track; // Set the current track in the game manager.
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// Load and play music
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if (!string.IsNullOrEmpty(track.MusicPath))
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{
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MusicClock.Instance.LoadMusic(track.MusicPath);
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MusicClock.Instance.Play();
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}
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}
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private void spawnNote(ChartEvent e) {
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var noteInstance = NotePrefab.Instantiate<NoteObject>();
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float speed = 20.0f;
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double hitTime = (double)(e.Tick / track.TicksPerBeat * 60.0 / track.BPM);
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float initialZ = (float)(hitTime * speed);
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noteInstance.Initialize(e, hitTime, initialZ); // Initial Z position
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noteInstance.Initialize(e);
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AddChild(noteInstance);
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(double delta)
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{
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if (track == null) return;
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float currentZ = GameManager.Instance.CurrentAbsZ;
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float spawnThreshold = GameManager.Instance.VisibleDistance;
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while (_spawnIndex < _notes.Count)
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{
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var e = _notes[_spawnIndex];
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float visualDist = (e.HitAbsZ - currentZ) * GameManager.Instance.FinalSpeed;
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if (visualDist <= spawnThreshold)
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{
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// Only spawn if it hasn't been missed for too long
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if (e.HitTime - MusicClock.Instance.CurrentTime >= -0.5)
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{
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spawnNote(e);
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}
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_spawnIndex++;
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}
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else break;
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}
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}
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}
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@@ -13,7 +13,7 @@ public class TempoPoint
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public float BPM { get; set; }
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[JsonConstructor]
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public TempoPoint(double tick, float bpm, bool isLinear)
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public TempoPoint(double tick, float bpm)
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{
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Tick = tick;
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BPM = bpm;
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@@ -46,7 +46,7 @@ public class ChartEvent
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public double Tick { get; set; }
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public Vector2 Position { get; set; }
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public double HitTime { get; set; }
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public double HitAbsZ { get; set; }
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public float HitAbsZ { get; set; }
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public ChartEvent(EventType type, double tick, Vector2 position)
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{
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@@ -6,6 +6,7 @@ namespace Onrinto.Chart;
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public class TrackData
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{
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public string MusicPath { get; set; }
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public int BPM { get; set; }
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public double Offset { get; set; }
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public double TicksPerBeat { get; set; }
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@@ -107,6 +108,10 @@ public class TrackData
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if(point.IsLinear && idx < speedPoints.Count - 1)
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{
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double nextTime = TickToSeconds(speedPoints[idx + 1].Tick);
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if (nextTime <= pointTime)
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{
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return cachedZ + (float)deltaTime * point.Speed;
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}
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float t = (float)((time - pointTime) / (nextTime - pointTime));
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float currentSpeed = Mathf.Lerp(point.Speed, speedPoints[idx + 1].Speed, t);
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return cachedZ + (float)deltaTime * (point.Speed + currentSpeed) * 0.5f;
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@@ -4,12 +4,15 @@ using Onrinto.Chart;
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public partial class NoteObject : Node3D
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{
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private double _hitSeconds;
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private float _hitAbsZ;
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private bool _isHit = false;
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private bool _initialized = false;
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public void Initialize(ChartEvent chartEvent, double hitSeconds, float initialZ)
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public void Initialize(ChartEvent chartEvent)
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{
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_hitSeconds = hitSeconds;
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_hitSeconds = chartEvent.HitTime;
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_hitAbsZ = chartEvent.HitAbsZ;
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float initialZ = _hitAbsZ - GameManager.Instance.CurrentAbsZ;
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Position = new Vector3(chartEvent.Position.X, chartEvent.Position.Y, initialZ);
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_initialized = true;
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@@ -26,14 +29,14 @@ public partial class NoteObject : Node3D
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{
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if (!_initialized) return;
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float speed = 20.0f; // Scroll speed
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double _currentTime = MusicClock.Instance.CurrentTime;
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float newZ = (float)((_hitSeconds - _currentTime) * speed);
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float newZ = (float)((_hitAbsZ - GameManager.Instance.CurrentAbsZ) * GameManager.Instance.FinalSpeed);
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Position = new Vector3(Position.X, Position.Y, newZ); // Update Z position
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if(_hitSeconds - _currentTime < -0.5) QueueFree(); // Remove note
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// Toggle visibility instead of removing
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Visible = (newZ >= 0 && newZ <= GameManager.Instance.VisibleDistance);
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}
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}
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