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								//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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								//
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								// Purpose: Demonstrates how to create a simple interactable object
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								//
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								//=============================================================================
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								using UnityEngine;
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								using System.Collections;
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								namespace Valve.VR.InteractionSystem.Sample
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								{
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									//-------------------------------------------------------------------------
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									[RequireComponent( typeof( Interactable ) )]
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									public class InteractableExample : MonoBehaviour
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								    {
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								        private TextMesh generalText;
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								        private TextMesh hoveringText;
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								        private Vector3 oldPosition;
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										private Quaternion oldRotation;
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										private float attachTime;
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										private Hand.AttachmentFlags attachmentFlags = Hand.defaultAttachmentFlags & ( ~Hand.AttachmentFlags.SnapOnAttach ) & (~Hand.AttachmentFlags.DetachOthers) & (~Hand.AttachmentFlags.VelocityMovement);
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								        private Interactable interactable;
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										//-------------------------------------------------
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										void Awake()
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										{
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											var textMeshs = GetComponentsInChildren<TextMesh>();
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								            generalText = textMeshs[0];
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								            hoveringText = textMeshs[1];
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								            generalText.text = "No Hand Hovering";
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								            hoveringText.text = "Hovering: False";
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								            interactable = this.GetComponent<Interactable>();
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										}
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										//-------------------------------------------------
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										// Called when a Hand starts hovering over this object
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										//-------------------------------------------------
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										private void OnHandHoverBegin( Hand hand )
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											generalText.text = "Hovering hand: " + hand.name;
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										}
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										//-------------------------------------------------
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										// Called when a Hand stops hovering over this object
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										//-------------------------------------------------
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										private void OnHandHoverEnd( Hand hand )
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										{
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											generalText.text = "No Hand Hovering";
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										}
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										//-------------------------------------------------
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										// Called every Update() while a Hand is hovering over this object
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										//-------------------------------------------------
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										private void HandHoverUpdate( Hand hand )
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										{
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								            GrabTypes startingGrabType = hand.GetGrabStarting();
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								            bool isGrabEnding = hand.IsGrabEnding(this.gameObject);
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								            if (interactable.attachedToHand == null && startingGrabType != GrabTypes.None)
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								            {
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								                // Save our position/rotation so that we can restore it when we detach
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								                oldPosition = transform.position;
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								                oldRotation = transform.rotation;
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								                // Call this to continue receiving HandHoverUpdate messages,
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								                // and prevent the hand from hovering over anything else
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								                hand.HoverLock(interactable);
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								                // Attach this object to the hand
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								                hand.AttachObject(gameObject, startingGrabType, attachmentFlags);
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								            }
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								            else if (isGrabEnding)
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								            {
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								                // Detach this object from the hand
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								                hand.DetachObject(gameObject);
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								                // Call this to undo HoverLock
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								                hand.HoverUnlock(interactable);
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								                // Restore position/rotation
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								                transform.position = oldPosition;
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								                transform.rotation = oldRotation;
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								            }
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										}
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										//-------------------------------------------------
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										// Called when this GameObject becomes attached to the hand
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										//-------------------------------------------------
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										private void OnAttachedToHand( Hand hand )
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								        {
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								            generalText.text = string.Format("Attached: {0}", hand.name);
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								            attachTime = Time.time;
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										}
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										//-------------------------------------------------
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										// Called when this GameObject is detached from the hand
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										//-------------------------------------------------
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										private void OnDetachedFromHand( Hand hand )
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										{
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								            generalText.text = string.Format("Detached: {0}", hand.name);
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										}
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										//-------------------------------------------------
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										// Called every Update() while this GameObject is attached to the hand
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										//-------------------------------------------------
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										private void HandAttachedUpdate( Hand hand )
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										{
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								            generalText.text = string.Format("Attached: {0} :: Time: {1:F2}", hand.name, (Time.time - attachTime));
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										}
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								        private bool lastHovering = false;
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								        private void Update()
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								        {
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								            if (interactable.isHovering != lastHovering) //save on the .tostrings a bit
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								            {
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								                hoveringText.text = string.Format("Hovering: {0}", interactable.isHovering);
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								                lastHovering = interactable.isHovering;
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								            }
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								        }
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										//-------------------------------------------------
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										// Called when this attached GameObject becomes the primary attached object
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										//-------------------------------------------------
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										private void OnHandFocusAcquired( Hand hand )
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										{
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										}
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										//-------------------------------------------------
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										// Called when another attached GameObject becomes the primary attached object
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										//-------------------------------------------------
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										private void OnHandFocusLost( Hand hand )
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										{
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										}
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									}
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								}
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