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								//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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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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								    public class TargetHitEffect : MonoBehaviour
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								    {
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								        public Collider targetCollider;
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								        public GameObject spawnObjectOnCollision;
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								        public bool colorSpawnedObject = true;
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								        public bool destroyOnTargetCollision = true;
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								        private void OnCollisionEnter(Collision collision)
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								        {
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								            if (collision.collider == targetCollider)
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								            {
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								                ContactPoint contact = collision.contacts[0];
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								                RaycastHit hit;
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								                float backTrackLength = 1f;
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								                Ray ray = new Ray(contact.point - (-contact.normal * backTrackLength), -contact.normal);
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								                if (collision.collider.Raycast(ray, out hit, 2))
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								                {
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								                    if (colorSpawnedObject)
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								                    {
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								                        Renderer renderer = collision.gameObject.GetComponent<Renderer>();
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								                        Texture2D tex = (Texture2D)renderer.material.mainTexture;
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								                        Color color = tex.GetPixelBilinear(hit.textureCoord.x, hit.textureCoord.y);
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								                        if (color.r > 0.7f && color.g > 0.7f && color.b < 0.7f)
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								                            color = Color.yellow;
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								                        else if (Mathf.Max(color.r, color.g, color.b) == color.r)
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								                            color = Color.red;
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								                        else if (Mathf.Max(color.r, color.g, color.b) == color.g)
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								                            color = Color.green;
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								                        else
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								                            color = Color.yellow;
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								                        color *= 15f;
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								                        GameObject spawned = GameObject.Instantiate(spawnObjectOnCollision);
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								                        spawned.transform.position = contact.point;
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								                        spawned.transform.forward = ray.direction;
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								                        Renderer[] spawnedRenderers = spawned.GetComponentsInChildren<Renderer>();
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								                        for (int rendererIndex = 0; rendererIndex < spawnedRenderers.Length; rendererIndex++)
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								                        {
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								                            Renderer spawnedRenderer = spawnedRenderers[rendererIndex];
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								                            spawnedRenderer.material.color = color;
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								                            if (spawnedRenderer.material.HasProperty("_EmissionColor"))
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								                            {
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								                                spawnedRenderer.material.SetColor("_EmissionColor", color);
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								                            }
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								                        }
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								                    }
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								                }
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								                Debug.DrawRay(ray.origin, ray.direction, Color.cyan, 5, true);
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								                if (destroyOnTargetCollision)
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								                    Destroy(this.gameObject);
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								            }
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								        }
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								    }
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								}
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