/// <summary>
        /// Checks if any of the registered sabers are clashing.
        /// </summary>
        /// <param name="clashingPoint">The point that the sabers are clashing at.</param>
        /// <returns>Are any sabers clashing?</returns>
        public override bool AreSabersClashing(out Vector3 clashingPoint)
        {
            if (!MultiSaberMode)
            {
                return(base.AreSabersClashing(out clashingPoint));
            }
            _sabers.RemoveWhere(x => x == null);
            if (_leftSaber.movementData.lastAddedData.time < 0.1f)
            {
                clashingPoint = _clashingPoint;
                return(false);
            }
            if (_prevGetFrameNum == Time.frameCount)
            {
                clashingPoint = _clashingPoint;
                return(_sabersAreClashing);
            }
            _prevGetFrameNum = Time.frameCount;
            for (int i = 0; i < _sabers.Count; i++)
            {
                for (int h = 0; h < _sabers.Count; h++)
                {
                    if (i > h)
                    {
                        Saber saberA = _sabers.ElementAt(i);
                        Saber saberB = _sabers.ElementAt(h);
                        if (saberA == saberB || saberA == null || saberB == null)
                        {
                            break;
                        }
                        Vector3 saberBladeTopPos     = saberA.saberBladeTopPos;
                        Vector3 saberBladeTopPos2    = saberB.saberBladeTopPos;
                        Vector3 saberBladeBottomPos  = saberA.saberBladeBottomPos;
                        Vector3 saberBladeBottomPos2 = saberB.saberBladeBottomPos;

                        if (SegmentToSegmentDist(saberBladeBottomPos, saberBladeTopPos, saberBladeBottomPos2, saberBladeTopPos2, out var clashingPoint2) < 0.08f && saberA.isActiveAndEnabled && saberB.isActiveAndEnabled)
                        {
                            if (_lastSaberA == null && _lastSaberB == null)
                            {
                                _lastSaberA = saberA;
                                _lastSaberB = saberB;

                                // pseudo-lock dep
                                var clashEffect = _container.Resolve <SaberClashEffect>();
                                var glowPS      = GlowParticles(ref clashEffect).main;
                                var sparkPS     = SparkleParticles(ref clashEffect).main;

                                sparkPS.startColor = glowPS.startColor = Color.Lerp(_lastSaberA.GetColor(), _lastSaberB.GetColor(), 0.5f);
                            }
                            _clashingPoint     = clashingPoint2;
                            clashingPoint      = _clashingPoint;
                            _sabersAreClashing = true;
                            return(_sabersAreClashing);
                        }
                        else
                        {
                            _lastSaberA        = null;
                            _lastSaberB        = null;
                            _sabersAreClashing = false;
                        }
                    }
                }
            }
            clashingPoint = _clashingPoint;
            return(_sabersAreClashing);
        }