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								//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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								using System;
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								using System.Collections.Generic;
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								using System.Linq;
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								using System.Text;
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								using UnityEngine;
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								using UnityEngine.Events;
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								namespace Valve.VR
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								{
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								    /// <summary>
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								    /// SteamVR_Behaviour_Single simplifies the use of single actions. It gives an event to subscribe to for when the action has changed.
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								    /// </summary>
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								    public class SteamVR_Behaviour_Single : MonoBehaviour
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								    {
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								        /// <summary>The single action to get data from.</summary>
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								        public SteamVR_Action_Single singleAction;
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								        /// <summary>The device this action applies to. Any if the action is not device specific.</summary>
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								        [Tooltip("The device this action should apply to. Any if the action is not device specific.")]
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								        public SteamVR_Input_Sources inputSource;
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								        /// <summary>Unity event that Fires whenever the action's value has changed since the last update.</summary>
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								        [Tooltip("Fires whenever the action's value has changed since the last update.")]
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								        public SteamVR_Behaviour_SingleEvent onChange;
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								        /// <summary>Unity event that Fires whenever the action's value has been updated</summary>
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								        [Tooltip("Fires whenever the action's value has been updated.")]
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								        public SteamVR_Behaviour_SingleEvent onUpdate;
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								        /// <summary>Unity event that Fires whenever the action's value has been updated and is non-zero</summary>
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								        [Tooltip("Fires whenever the action's value has been updated and is non-zero.")]
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								        public SteamVR_Behaviour_SingleEvent onAxis;
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								        /// <summary>C# event that fires whenever the action's value has changed since the last update.</summary>
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								        public ChangeHandler onChangeEvent;
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								        /// <summary>C# event that fires whenever the action's value has been updated</summary>
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								        public UpdateHandler onUpdateEvent;
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								        /// <summary>C# event that fires whenever the action's value has been updated and is non-zero</summary>
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								        public AxisHandler onAxisEvent;
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								        /// <summary>Returns whether this action is bound and the action set is active</summary>
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								        public bool isActive { get { return singleAction.GetActive(inputSource); } }
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								        protected virtual void OnEnable()
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								        {
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								            if (singleAction == null)
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								            {
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								                Debug.LogError("[SteamVR] Single action not set.", this);
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								                return;
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								            }
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								            AddHandlers();
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								        }
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								        protected virtual void OnDisable()
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								        {
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								            RemoveHandlers();
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								        }
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								        protected void AddHandlers()
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								        {
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								            singleAction[inputSource].onUpdate += SteamVR_Behaviour_Single_OnUpdate;
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								            singleAction[inputSource].onChange += SteamVR_Behaviour_Single_OnChange;
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								            singleAction[inputSource].onAxis += SteamVR_Behaviour_Single_OnAxis;
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								        }
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								        protected void RemoveHandlers()
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								        {
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								            if (singleAction != null)
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								            {
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								                singleAction[inputSource].onUpdate -= SteamVR_Behaviour_Single_OnUpdate;
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								                singleAction[inputSource].onChange -= SteamVR_Behaviour_Single_OnChange;
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								                singleAction[inputSource].onAxis -= SteamVR_Behaviour_Single_OnAxis;
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								            }
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								        }
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								        private void SteamVR_Behaviour_Single_OnUpdate(SteamVR_Action_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta)
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								        {
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								            if (onUpdate != null)
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								            {
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								                onUpdate.Invoke(this, fromSource, newAxis, newDelta);
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								            }
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								            if (onUpdateEvent != null)
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								            {
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								                onUpdateEvent.Invoke(this, fromSource, newAxis, newDelta);
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								            }
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								        }
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								        private void SteamVR_Behaviour_Single_OnChange(SteamVR_Action_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta)
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								        {
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								            if (onChange != null)
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								            {
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								                onChange.Invoke(this, fromSource, newAxis, newDelta);
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								            }
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								            if (onChangeEvent != null)
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								            {
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								                onChangeEvent.Invoke(this, fromSource, newAxis, newDelta);
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								            }
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								        }
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								        private void SteamVR_Behaviour_Single_OnAxis(SteamVR_Action_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta)
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								        {
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								            if (onAxis != null)
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								            {
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								                onAxis.Invoke(this, fromSource, newAxis, newDelta);
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								            }
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								            if (onAxisEvent != null)
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								            {
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								                onAxisEvent.Invoke(this, fromSource, newAxis, newDelta);
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								            }
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								        }
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								        /// <summary>
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								        /// Gets the localized name of the device that the action corresponds to.
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								        /// </summary>
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								        /// <param name="localizedParts">
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								        /// <list type="bullet">
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								        /// <item><description>VRInputString_Hand - Which hand the origin is in. E.g. "Left Hand"</description></item>
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								        /// <item><description>VRInputString_ControllerType - What kind of controller the user has in that hand.E.g. "Vive Controller"</description></item>
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								        /// <item><description>VRInputString_InputSource - What part of that controller is the origin. E.g. "Trackpad"</description></item>
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								        /// <item><description>VRInputString_All - All of the above. E.g. "Left Hand Vive Controller Trackpad"</description></item>
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								        /// </list>
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								        /// </param>
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								        public string GetLocalizedName(params EVRInputStringBits[] localizedParts)
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								        {
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								            if (singleAction != null)
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								                return singleAction.GetLocalizedOriginPart(inputSource, localizedParts);
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								            return null;
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								        }
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								        public delegate void AxisHandler(SteamVR_Behaviour_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta);
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								        public delegate void ChangeHandler(SteamVR_Behaviour_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta);
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								 | 
							
							
								        public delegate void UpdateHandler(SteamVR_Behaviour_Single fromAction, SteamVR_Input_Sources fromSource, float newAxis, float newDelta);
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								    }
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								}
							 |