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								//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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								//
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								// Purpose: 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 Balloon : MonoBehaviour
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									{
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										public enum BalloonColor { Red, OrangeRed, Orange, YellowOrange, Yellow, GreenYellow, Green, BlueGreen, Blue, VioletBlue, Violet, RedViolet, LightGray, DarkGray, Random };
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										private Hand hand;
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										public GameObject popPrefab;
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										public float maxVelocity = 5f;
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										public float lifetime = 15f;
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										public bool burstOnLifetimeEnd = false;
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										public GameObject lifetimeEndParticlePrefab;
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										public SoundPlayOneshot lifetimeEndSound;
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										private float destructTime = 0f;
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										private float releaseTime = 99999f;
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										public SoundPlayOneshot collisionSound;
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										private float lastSoundTime = 0f;
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										private float soundDelay = 0.2f;
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										private Rigidbody balloonRigidbody;
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										private bool bParticlesSpawned = false;
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										private static float s_flLastDeathSound = 0f;
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										//-------------------------------------------------
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										void Start()
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											destructTime = Time.time + lifetime + Random.value;
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											hand = GetComponentInParent<Hand>();
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											balloonRigidbody = GetComponent<Rigidbody>();
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										}
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										//-------------------------------------------------
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										void Update()
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										{
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											if ( ( destructTime != 0 ) && ( Time.time > destructTime ) )
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											{
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												if ( burstOnLifetimeEnd )
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												{
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													SpawnParticles( lifetimeEndParticlePrefab, lifetimeEndSound );
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												}
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												Destroy( gameObject );
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											}
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										}
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										//-------------------------------------------------
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										private void SpawnParticles( GameObject particlePrefab, SoundPlayOneshot sound )
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										{
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											// Don't do this twice
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											if ( bParticlesSpawned )
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											{
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												return;
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											}
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											bParticlesSpawned = true;
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											if ( particlePrefab != null )
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											{
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												GameObject particleObject = Instantiate( particlePrefab, transform.position, transform.rotation ) as GameObject;
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												particleObject.GetComponent<ParticleSystem>().Play();
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												Destroy( particleObject, 2f );
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											}
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											if ( sound != null )
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											{
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												float lastSoundDiff = Time.time - s_flLastDeathSound;
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												if ( lastSoundDiff < 0.1f )
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												{
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													sound.volMax *= 0.25f;
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													sound.volMin *= 0.25f;
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												}
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												sound.Play();
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												s_flLastDeathSound = Time.time;
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											}
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										}
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										//-------------------------------------------------
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										void FixedUpdate()
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										{
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											// Slow-clamp velocity
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											if ( balloonRigidbody.velocity.sqrMagnitude > maxVelocity )
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											{
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												balloonRigidbody.velocity *= 0.97f;
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											}
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										}
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										//-------------------------------------------------
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										private void ApplyDamage()
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										{
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											SpawnParticles( popPrefab, null );
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											Destroy( gameObject );
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										}
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										//-------------------------------------------------
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										void OnCollisionEnter( Collision collision )
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										{
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											if ( bParticlesSpawned )
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											{
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												return;
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											}
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											Hand collisionParentHand = null;
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											BalloonHapticBump balloonColliderScript = collision.gameObject.GetComponent<BalloonHapticBump>();
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											if ( balloonColliderScript != null && balloonColliderScript.physParent != null )
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											{
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												collisionParentHand = balloonColliderScript.physParent.GetComponentInParent<Hand>();
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											}
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											if ( Time.time > ( lastSoundTime + soundDelay ) )
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											{
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												if ( collisionParentHand != null ) // If the collision was with a controller
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												{
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													if ( Time.time > ( releaseTime + soundDelay ) ) // Only play sound if it's not immediately after release
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													{
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														collisionSound.Play();
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														lastSoundTime = Time.time;
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							 | 
							
								
									
								 | 
							
							
													}
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												else // Collision was not with a controller, play sound
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													collisionSound.Play();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													lastSoundTime = Time.time;
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
								
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							| 
								
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							 | 
							
								
									
								 | 
							
							
												}
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							| 
								
							 | 
							
								
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							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if ( destructTime > 0 ) // Balloon is released away from the controller, don't do the haptic stuff that follows
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											{
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							 | 
							
								
									
								 | 
							
							
												return;
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							 | 
							
								
									
								 | 
							
							
											}
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								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if ( balloonRigidbody.velocity.magnitude > ( maxVelocity * 10 ) )
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							 | 
							
								
									
								 | 
							
							
											{
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							 | 
							
								
									
								 | 
							
							
												balloonRigidbody.velocity = balloonRigidbody.velocity.normalized * maxVelocity;
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							 | 
							
								
									
								 | 
							
							
											}
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								 | 
							
							
											if ( hand != null )
							 | 
						
					
						
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											{
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												ushort collisionStrength = (ushort)Mathf.Clamp( Util.RemapNumber( collision.relativeVelocity.magnitude, 0f, 3f, 500f, 800f ), 500f, 800f );
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							 | 
							
								
									
								 | 
							
							
												hand.TriggerHapticPulse( collisionStrength );
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
											}
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								 | 
							
							
										}
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							 | 
							
								
									
								 | 
							
							
								
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								 | 
							
							
										//-------------------------------------------------
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										public void SetColor( BalloonColor color )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											GetComponentInChildren<MeshRenderer>().material.color = BalloonColorToRGB( color );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
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								 | 
							
							
								
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							| 
								
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								 | 
							
							
										//-------------------------------------------------
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										private Color BalloonColorToRGB( BalloonColor balloonColorVar )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											Color defaultColor = new Color( 255, 0, 0 );
							 | 
						
					
						
							| 
								
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								 | 
							
							
								
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											switch ( balloonColorVar )
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											{
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												case BalloonColor.Red:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													return new Color( 237, 29, 37, 255 ) / 255;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												case BalloonColor.OrangeRed:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													return new Color( 241, 91, 35, 255 ) / 255;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												case BalloonColor.Orange:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													return new Color( 245, 140, 31, 255 ) / 255;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												case BalloonColor.YellowOrange:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													return new Color( 253, 185, 19, 255 ) / 255;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												case BalloonColor.Yellow:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													return new Color( 254, 243, 0, 255 ) / 255;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												case BalloonColor.GreenYellow:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													return new Color( 172, 209, 54, 255 ) / 255;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												case BalloonColor.Green:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													return new Color( 0, 167, 79, 255 ) / 255;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												case BalloonColor.BlueGreen:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													return new Color( 108, 202, 189, 255 ) / 255;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												case BalloonColor.Blue:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													return new Color( 0, 119, 178, 255 ) / 255;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												case BalloonColor.VioletBlue:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													return new Color( 82, 80, 162, 255 ) / 255;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												case BalloonColor.Violet:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													return new Color( 102, 46, 143, 255 ) / 255;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												case BalloonColor.RedViolet:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													return new Color( 182, 36, 102, 255 ) / 255;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												case BalloonColor.LightGray:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													return new Color( 192, 192, 192, 255 ) / 255;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												case BalloonColor.DarkGray:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													return new Color( 128, 128, 128, 255 ) / 255;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												case BalloonColor.Random:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													int randomColor = Random.Range( 0, 12 );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													return BalloonColorToRGB( (BalloonColor)randomColor );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											return defaultColor;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								}
							 |