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								//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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								//
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								// Purpose: Target that sends events when hit by an arrow
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								//
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								//=============================================================================
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								using UnityEngine;
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								using UnityEngine.Events;
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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 ArcheryTarget : MonoBehaviour
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									{
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										public UnityEvent onTakeDamage;
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										public bool onceOnly = false;
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										public Transform targetCenter;
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										public Transform baseTransform;
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										public Transform fallenDownTransform;
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										public float fallTime = 0.5f;
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										const float targetRadius = 0.25f;
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										private bool targetEnabled = true;
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										//-------------------------------------------------
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										private void ApplyDamage()
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										{
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											OnDamageTaken();
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										}
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										//-------------------------------------------------
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										private void FireExposure()
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										{
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											OnDamageTaken();
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										}
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										//-------------------------------------------------
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										private void OnDamageTaken()
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										{
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											if ( targetEnabled )
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											{
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												onTakeDamage.Invoke();
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												StartCoroutine( this.FallDown() );
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												if ( onceOnly )
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												{
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													targetEnabled = false;
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												}
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											}
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										}
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										//-------------------------------------------------
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										private IEnumerator FallDown()
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										{
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											if ( baseTransform )
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											{
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												Quaternion startingRot = baseTransform.rotation;
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												float startTime = Time.time;
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												float rotLerp = 0f;
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												while ( rotLerp < 1 )
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												{
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													rotLerp = Util.RemapNumberClamped( Time.time, startTime, startTime + fallTime, 0f, 1f );
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													baseTransform.rotation = Quaternion.Lerp( startingRot, fallenDownTransform.rotation, rotLerp );
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													yield return null;
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												}
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											}
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											yield return null;
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										}
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									}
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								}
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