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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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								namespace Valve.VR.InteractionSystem.Sample
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								{
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								    public class JoeJeffGestures : MonoBehaviour
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								    {
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								        private const float openFingerAmount = 0.1f;
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								        private const float closedFingerAmount = 0.9f;
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								        private const float closedThumbAmount = 0.4f;
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								        private JoeJeff joeJeff;
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								        private void Awake()
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								        {
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								            joeJeff = this.GetComponent<JoeJeff>();
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								        }
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								        private void Update()
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								        {
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								            if (Player.instance == null)
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								                return;
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								            Transform cam = Camera.main.transform;
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								            bool lookingAt = (Vector3.Angle(cam.forward, transform.position - cam.position) < 90);
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								            if (lookingAt == false)
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								                return;
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								            for (int handIndex = 0; handIndex < Player.instance.hands.Length; handIndex++)
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								            {
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								                if (Player.instance.hands[handIndex] != null)
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								                {
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								                    SteamVR_Behaviour_Skeleton skeleton = Player.instance.hands[handIndex].skeleton;
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								                    if (skeleton != null)
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								                    {
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								                        //Debug.LogFormat("{0:0.00}, {1:0.00}, {2:0.00}, {3:0.00}, {4:0.00}", skeleton.thumbCurl, skeleton.indexCurl, skeleton.middleCurl, skeleton.ringCurl, skeleton.pinkyCurl);
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								                        if ((skeleton.indexCurl <= openFingerAmount && skeleton.middleCurl <= openFingerAmount) &&
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								                            (skeleton.thumbCurl >= closedThumbAmount && skeleton.ringCurl >= closedFingerAmount && skeleton.pinkyCurl >= closedFingerAmount))
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								                        {
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								                            PeaceSignRecognized(true);
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								                        }
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								                        else
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								                        {
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								                            PeaceSignRecognized(false);
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								                        }
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								                    }
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								                }
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								            }
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								        }
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								        private bool lastPeaceSignState = false;
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								        private void PeaceSignRecognized(bool currentPeaceSignState)
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								        {
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								            if (lastPeaceSignState == false && currentPeaceSignState == true)
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								            {
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								                joeJeff.Jump();
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								            }
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								            lastPeaceSignState = currentPeaceSignState;
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								        }
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								    }
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								}
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