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								//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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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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								using Valve.VR.InteractionSystem;
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								namespace Valve.VR.InteractionSystem.Sample
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								{
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								    public class FlowerPlanted : MonoBehaviour
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								    {
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								        private void Start()
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								        {
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								            Plant();
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								        }
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								        public void Plant()
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								        {
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								            StartCoroutine(DoPlant());
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								        }
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								        private IEnumerator DoPlant()
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								        {
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								            Vector3 plantPosition;
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								            RaycastHit hitInfo;
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								            bool hit = Physics.Raycast(this.transform.position, Vector3.down, out hitInfo);
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								            if (hit)
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								            {
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								                plantPosition = hitInfo.point + (Vector3.up * 0.05f);
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								            }
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								            else
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								            {
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								                plantPosition = this.transform.position;
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								                plantPosition.y = Player.instance.transform.position.y;
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								            }
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								            GameObject planting = this.gameObject;
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								            planting.transform.position = plantPosition;
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								            planting.transform.rotation = Quaternion.Euler(0, Random.value * 360f, 0);
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								#if UNITY_URP
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								            Color newColor = Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f);
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								            newColor.a = 0.75f;
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								            planting.GetComponentInChildren<MeshRenderer>().material.SetColor("_BaseColor", newColor);
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								#else
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								            planting.GetComponentInChildren<MeshRenderer>().material.SetColor("_TintColor", Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f));
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								#endif
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								            Rigidbody rigidbody = planting.GetComponent<Rigidbody>();
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								            if (rigidbody != null)
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								                rigidbody.isKinematic = true;
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								            Vector3 initialScale = Vector3.one * 0.01f;
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								            Vector3 targetScale = Vector3.one * (1 + (Random.value * 0.25f));
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								            float startTime = Time.time;
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								            float overTime = 0.5f;
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								            float endTime = startTime + overTime;
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								            while (Time.time < endTime)
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								            {
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								                planting.transform.localScale = Vector3.Slerp(initialScale, targetScale, (Time.time - startTime) / overTime);
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								                yield return null;
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								            }
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								            if (rigidbody != null)
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								                rigidbody.isKinematic = false;
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								        }
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								    }
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								}
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