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								//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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								//
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								// Purpose: Can be attached to the controller to collide with the balloons
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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
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								{
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									//-------------------------------------------------------------------------
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									public class BalloonColliders : MonoBehaviour
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									{
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										public GameObject[] colliders;
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										private Vector3[] colliderLocalPositions;
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										private Quaternion[] colliderLocalRotations;
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										private Rigidbody rb;
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										//-------------------------------------------------
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										void Awake()
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										{
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											rb = GetComponent<Rigidbody>();
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											colliderLocalPositions = new Vector3[colliders.Length];
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											colliderLocalRotations = new Quaternion[colliders.Length];
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											for ( int i = 0; i < colliders.Length; ++i )
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											{
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												colliderLocalPositions[i] = colliders[i].transform.localPosition;
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												colliderLocalRotations[i] = colliders[i].transform.localRotation;
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												colliders[i].name = gameObject.name + "." + colliders[i].name;
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											}
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										}
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										//-------------------------------------------------
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										void OnEnable()
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										{
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											for ( int i = 0; i < colliders.Length; ++i )
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											{
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												colliders[i].transform.SetParent( transform );
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												colliders[i].transform.localPosition = colliderLocalPositions[i];
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												colliders[i].transform.localRotation = colliderLocalRotations[i];
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												colliders[i].transform.SetParent( null );
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												FixedJoint fixedJoint = colliders[i].AddComponent<FixedJoint>();
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												fixedJoint.connectedBody = rb;
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												fixedJoint.breakForce = Mathf.Infinity;
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												fixedJoint.breakTorque = Mathf.Infinity;
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												fixedJoint.enableCollision = false;
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												fixedJoint.enablePreprocessing = true;
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												colliders[i].SetActive( true );
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											}
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										}
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										//-------------------------------------------------
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										void OnDisable()
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										{
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											for ( int i = 0; i < colliders.Length; ++i )
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											{
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												if ( colliders[i] != null )
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												{
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													Destroy( colliders[i].GetComponent<FixedJoint>() );
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													colliders[i].SetActive( false );
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												}
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											}
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										}
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										//-------------------------------------------------
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										void OnDestroy()
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										{
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											for ( int i = 0; i < colliders.Length; ++i )
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											{
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												Destroy( colliders[i] );
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											}
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										}
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									}
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								}
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