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								using UnityEngine;
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								using System;
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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 BuggyBuddy : MonoBehaviour
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								    {
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								        public Transform turret;
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								        float turretRot;
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								        [Tooltip("Maximum steering angle of the wheels")]
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								        public float maxAngle = 30f;
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								        [Tooltip("Maximum Turning torque")]
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								        public float maxTurnTorque = 30f;
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								        [Tooltip("Maximum torque applied to the driving wheels")]
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								        public float maxTorque = 300f;
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								        [Tooltip("Maximum brake torque applied to the driving wheels")]
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								        public float brakeTorque = 30000f;
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								        [Tooltip("If you need the visual wheels to be attached automatically, drag the wheel shape here.")]
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								        public GameObject[] wheelRenders;
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								        [Tooltip("The vehicle's speed when the physics engine can use different amount of sub-steps (in m/s).")]
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								        public float criticalSpeed = 5f;
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								        [Tooltip("Simulation sub-steps when the speed is above critical.")]
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								        public int stepsBelow = 5;
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								        [Tooltip("Simulation sub-steps when the speed is below critical.")]
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								        public int stepsAbove = 1;
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								        private WheelCollider[] m_Wheels;
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								        public AudioSource au_motor;
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								        [HideInInspector]
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								        public float mvol;
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								        public AudioSource au_skid;
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								        float svol;
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								        public WheelDust skidsample;
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								        float skidSpeed = 3;
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								        public Vector3 localGravity;
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								        [HideInInspector]
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								        public Rigidbody body;
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								        public float rapidfireTime = 0;
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								        private float shootTimer;
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								        [HideInInspector]
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								        public Vector2 steer;
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								        [HideInInspector]
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								        public float throttle;
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								        [HideInInspector]
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								        public float handBrake;
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								        [HideInInspector]
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								        public Transform controllerReference;
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								        [HideInInspector]
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								        public float speed;
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								        public Transform centerOfMass;
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								        private void Start()
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								        {
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								            body = GetComponent<Rigidbody>();
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								            m_Wheels = GetComponentsInChildren<WheelCollider>();
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								            body.centerOfMass = body.transform.InverseTransformPoint(centerOfMass.position) * body.transform.lossyScale.x;
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								        }
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								        /*
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								        private void TurretInput()
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								        {
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								            Vector2 tIn = TurretControl.joystick();
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								            Vector3 tur = new Vector3(tIn.x, 0, tIn.y);
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								            tur = TurretControl.transform.TransformDirection(tur);
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								            tur = transform.InverseTransformDirection(tur);
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								            tur = Vector3.ProjectOnPlane(tur, Vector3.up);
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								            turretRot = VectorMath.FindAngle(Vector3.forward, tur, Vector3.up) * Mathf.Rad2Deg;
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								            Vector3 turup = Vector3.forward;
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								            turret.localRotation = Quaternion.Euler(turup * turretRot);
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								            if (rapidfireTime == 0)
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								            {
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								                if (TurretControl.GetPressDown(KnucklesButton.Trigger))
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								                {
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								                    Fire();
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								                }
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								            }else
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								            {
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								                if (shootTimer > rapidfireTime&& TurretControl.GetPress(KnucklesButton.Trigger))
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								                {
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								                    Fire();
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								                    shootTimer = 0;
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								                }
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								                shootTimer += Time.deltaTime;
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								            }
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								        }
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								        */
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								        private void Update()
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								        {
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								            m_Wheels[0].ConfigureVehicleSubsteps(criticalSpeed, stepsBelow, stepsAbove);
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								            //TurretInput();
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								            //keyboard input for testing
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								            //Vector3 move = Vector3.forward * Input.GetAxis("Vertical") + Vector3.right * Input.GetAxis("Horizontal");
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								            //driving input
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								            //float forward = maxTorque * move.magnitude;
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								            float forward = maxTorque * throttle;
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								            if (steer.y < -0.5f)
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								                forward *= -1;
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								            float angle = maxAngle * steer.x;
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								            speed = transform.InverseTransformVector(body.velocity).z;
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								            float forw = Mathf.Abs(speed);
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								            angle /= 1 + forw / 20;
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								            // if (Mathf.Abs(move.z) < 0.1f && Mathf.Abs(move.x) > 0.5)
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								            //    forward *= 3;
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								            //float forward = maxTorque * throttle; not fun lawrence steering
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								            float fVol = Mathf.Abs(forward);
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								 | 
							
							
								            mvol = Mathf.Lerp(mvol, Mathf.Pow((fVol / maxTorque), 0.8f) * Mathf.Lerp(0.4f, 1.0f, (Mathf.Abs(m_Wheels[2].rpm) / 200)) * Mathf.Lerp(1.0f, 0.5f, handBrake), Time.deltaTime * 9);
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								            au_motor.volume = Mathf.Clamp01(mvol);
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								            float motorPitch = Mathf.Lerp(0.8f, 1.0f, mvol);
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								            au_motor.pitch = Mathf.Clamp01(motorPitch);
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								            svol = Mathf.Lerp(svol, skidsample.amt / skidSpeed, Time.deltaTime * 9);
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								            au_skid.volume = Mathf.Clamp01(svol);
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								 | 
							
							
								            float skidPitch = Mathf.Lerp(0.9f, 1.0f, svol);
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								 | 
							
							
								            au_skid.pitch = Mathf.Clamp01(skidPitch);
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								            //float forward = maxTorque * Input.GetAxis("Vertical");
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								            //bool stopped = Mathf.Abs(transform.InverseTransformDirection(GetComponent<Rigidbody>().velocity).z) < 1.0f;
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								            for (int i = 0; i < wheelRenders.Length; i++)
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								            {
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								 | 
							
							
								                WheelCollider wheel = m_Wheels[i];
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								 | 
							
							
								                if (wheel.transform.localPosition.z > 0)
							 | 
						
					
						
							| 
								
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								 | 
							
							
								                {
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								 | 
							
							
								                    // front wheels
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								 | 
							
							
								                    wheel.steerAngle = angle;
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								                    //4wd?
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								 | 
							
							
								                    wheel.motorTorque = forward;
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								 | 
							
							
								                }
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								                if (wheel.transform.localPosition.z < 0) // back wheels
							 | 
						
					
						
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								                {
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								                }
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								 | 
							
							
								                // wheel.brakeTorque = Mathf.Lerp(Mathf.Abs(forward) < 0.1f ? 1 : 0, brakeTorque, handBrake);
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								                wheel.motorTorque = forward;
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								                if (wheel.transform.localPosition.x < 0) // left wheels
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								                {
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								                }
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								                if (wheel.transform.localPosition.x >= 0) // right wheels
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								                {
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								                }
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								 | 
							
							
								                // Update visual wheels if they exist, and the colliders are enabled
							 | 
						
					
						
							| 
								
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								 | 
							
							
								                if (wheelRenders[i] != null && m_Wheels[0].enabled)
							 | 
						
					
						
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								 | 
							
							
								                {
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								                    Quaternion q;
							 | 
						
					
						
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								 | 
							
							
								                    Vector3 p;
							 | 
						
					
						
							| 
								
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								 | 
							
							
								                    wheel.GetWorldPose(out p, out q);
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								 | 
							
							
								                    Transform shapeTransform = wheelRenders[i].transform;
							 | 
						
					
						
							| 
								
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								 | 
							
							
								                    shapeTransform.position = p;
							 | 
						
					
						
							| 
								
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								 | 
							
							
								                    shapeTransform.rotation = q;
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								 | 
							
							
								                }
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								 | 
							
							
								            }
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								 | 
							
							
								            steer = Vector2.Lerp(steer, Vector2.zero, Time.deltaTime * 4);
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								 | 
							
							
								        }
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								 | 
							
							
								        private void FixedUpdate()
							 | 
						
					
						
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								 | 
							
							
								        {
							 | 
						
					
						
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								 | 
							
							
								            body.AddForce(localGravity, ForceMode.Acceleration);
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
								        }
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							 | 
							
								
									
								 | 
							
							
								        public static float FindAngle(Vector3 fromVector, Vector3 toVector, Vector3 upVector)
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								        {
							 | 
						
					
						
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								 | 
							
							
								            // If the vector the angle is being calculated to is 0...
							 | 
						
					
						
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            if (toVector == Vector3.zero)
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
								                // ... the angle between them is 0.
							 | 
						
					
						
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								 | 
							
							
								                return 0f;
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
								            // Create a float to store the angle between the facing of the enemy and the direction it's travelling.
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            float angle = Vector3.Angle(fromVector, toVector);
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
								            // Find the cross product of the two vectors (this will point up if the velocity is to the right of forward).
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            Vector3 normal = Vector3.Cross(fromVector, toVector);
							 | 
						
					
						
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								 | 
							
							
								
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								 | 
							
							
								            // The dot product of the normal with the upVector will be positive if they point in the same direction.
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
								            angle *= Mathf.Sign(Vector3.Dot(normal, upVector));
							 | 
						
					
						
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								 | 
							
							
								            // We need to convert the angle we've found from degrees to radians.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            angle *= Mathf.Deg2Rad;
							 | 
						
					
						
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								 | 
							
							
								
							 | 
						
					
						
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								 | 
							
							
								            return angle;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								}
							 |