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								using UnityEngine;
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								using System.Collections;
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								using UnityEngine.SceneManagement;
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								namespace Valve.VR.InteractionSystem.Sample
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								{
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								    public class ProceduralHats : MonoBehaviour
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								    {
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								        public GameObject[] hats;
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								        public float hatSwitchTime;
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								        private void Start()
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								        {
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								            SwitchToHat(0);
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								        }
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								        private void OnEnable()
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								        {
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								            StartCoroutine(HatSwitcher());
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								        }
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								        private IEnumerator HatSwitcher()
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								        {
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								            while (true)
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								            {
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								                yield return new WaitForSeconds(hatSwitchTime);
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								                //delay before trying to switch
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								                Transform cam = Camera.main.transform;
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								                while (Vector3.Angle(cam.forward, transform.position - cam.position) < 90)
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								                {
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								                    //wait for player to look away
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								                    yield return new WaitForSeconds(0.1f);
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								                }
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								                ChooseHat();
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								            }
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								        }
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								        private void ChooseHat()
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								        {
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								            SwitchToHat(Random.Range(0, hats.Length));
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								        }
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								        private void SwitchToHat(int hat)
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								        {
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								            for (int hatIndex = 0; hatIndex < hats.Length; hatIndex++)
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								            {
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								                hats[hatIndex].SetActive(hat == hatIndex);
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								            }
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								        }
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								    }
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								}
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