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								//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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								//
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								// Purpose: This object can be set on fire
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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 FireSource : MonoBehaviour
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									{
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										public GameObject fireParticlePrefab;
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										public bool startActive;
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										private GameObject fireObject;
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										public ParticleSystem customParticles;
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										public bool isBurning;
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										public float burnTime;
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										public float ignitionDelay = 0;
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										private float ignitionTime;
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										private Hand hand;
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										public AudioSource ignitionSound;
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										public bool canSpreadFromThisSource = true;
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										//-------------------------------------------------
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										void Start()
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										{
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											if ( startActive )
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											{
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												StartBurning();
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											}
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										}
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										//-------------------------------------------------
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										void Update()
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										{
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											if ( ( burnTime != 0 ) && ( Time.time > ( ignitionTime + burnTime ) ) && isBurning )
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											{
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												isBurning = false;
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												if ( customParticles != null )
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												{
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													customParticles.Stop();
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												}
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												else
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												{
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													Destroy( fireObject );
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												}
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											}
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										}
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										//-------------------------------------------------
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										void OnTriggerEnter( Collider other )
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										{
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											if ( isBurning && canSpreadFromThisSource )
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											{
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												other.SendMessageUpwards( "FireExposure", SendMessageOptions.DontRequireReceiver );
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											}
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										}
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										//-------------------------------------------------
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										private void FireExposure()
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										{
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											if ( fireObject == null )
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											{
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												Invoke( "StartBurning", ignitionDelay );
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											}
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											if ( hand = GetComponentInParent<Hand>() )
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											{
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												hand.TriggerHapticPulse( 1000 );
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											}
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										}
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										//-------------------------------------------------
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										private void StartBurning()
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										{
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											isBurning = true;
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											ignitionTime = Time.time;
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											// Play the fire ignition sound if there is one
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											if ( ignitionSound != null )
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											{
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												ignitionSound.Play();
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											}
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											if ( customParticles != null )
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											{
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												customParticles.Play();
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											}
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											else
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											{
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												if ( fireParticlePrefab != null )
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												{
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													fireObject = Instantiate( fireParticlePrefab, transform.position, transform.rotation ) as GameObject;
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													fireObject.transform.parent = transform;
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												}
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											}
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										}
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									}
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								}
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