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								using System.Collections;
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								using System.Collections.Generic;
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								using UnityEngine;
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								namespace Valve.VR.InteractionSystem.Sample
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								{
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								    public class LockToPoint : MonoBehaviour
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								    {
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								        public Transform snapTo;
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								        private Rigidbody body;
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								        public float snapTime = 2;
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								        private float dropTimer;
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								        private Interactable interactable;
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								        private void Start()
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								        {
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								            interactable = GetComponent<Interactable>();
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								            body = GetComponent<Rigidbody>();
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								        }
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								        private void FixedUpdate()
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								        {
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								            bool used = false;
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								            if (interactable != null)
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								                used = interactable.attachedToHand;
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								            if (used)
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								            {
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								                body.isKinematic = false;
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								                dropTimer = -1;
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								            }
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								            else
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								            {
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								                dropTimer += Time.deltaTime / (snapTime / 2);
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								                body.isKinematic = dropTimer > 1;
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								                if (dropTimer > 1)
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								                {
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								                    //transform.parent = snapTo;
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								                    transform.position = snapTo.position;
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								                    transform.rotation = snapTo.rotation;
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								                }
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								                else
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								                {
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								                    float t = Mathf.Pow(35, dropTimer);
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								                    body.velocity = Vector3.Lerp(body.velocity, Vector3.zero, Time.fixedDeltaTime * 4);
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								                    if (body.useGravity)
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								                        body.AddForce(-Physics.gravity);
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								                    transform.position = Vector3.Lerp(transform.position, snapTo.position, Time.fixedDeltaTime * t * 3);
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								                    transform.rotation = Quaternion.Slerp(transform.rotation, snapTo.rotation, Time.fixedDeltaTime * t * 2);
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								                }
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								            }
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								        }
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								    }
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								}
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