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								using UnityEngine;
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								using System.Collections;
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								using Valve.VR;
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								using Valve.VR.InteractionSystem;
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								namespace Valve.VR.InteractionSystem.Sample
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								{
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								    public class JoeJeffController : MonoBehaviour
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								    {
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								        public Transform Joystick;
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								        public float joyMove = 0.1f;
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								        public SteamVR_Action_Vector2 moveAction = SteamVR_Input.GetAction<SteamVR_Action_Vector2>("platformer", "Move");
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								        public SteamVR_Action_Boolean jumpAction = SteamVR_Input.GetAction<SteamVR_Action_Boolean>("platformer", "Jump");
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								        public JoeJeff character;
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								        public Renderer jumpHighlight;
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								        private Vector3 movement;
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								        private bool jump;
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								        private float glow;
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								        private SteamVR_Input_Sources hand;
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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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								        }
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								        private void Update()
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								        {
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								            if (interactable.attachedToHand)
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								            {
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								                hand = interactable.attachedToHand.handType;
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								                Vector2 m = moveAction[hand].axis;
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								                movement = new Vector3(m.x, 0, m.y);
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								                jump = jumpAction[hand].stateDown;
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								                glow = Mathf.Lerp(glow, jumpAction[hand].state ? 1.5f : 1.0f, Time.deltaTime * 20);
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								            }
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								            else
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								            {
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								                movement = Vector2.zero;
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								                jump = false;
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								                glow = 0;
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								            }
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								            Joystick.localPosition = movement * joyMove;
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								            float rot = transform.eulerAngles.y;
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								            movement = Quaternion.AngleAxis(rot, Vector3.up) * movement;
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								            jumpHighlight.sharedMaterial.SetColor("_EmissionColor", Color.white * glow);
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								            character.Move(movement * 2, jump);
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								        }
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								    }
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								}
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