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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;
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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 SquishyToy : MonoBehaviour
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								    {
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								        public Interactable interactable;
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								        public new SkinnedMeshRenderer renderer;
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								        public bool affectMaterial = true;
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								        public SteamVR_Action_Single gripSqueeze = SteamVR_Input.GetAction<SteamVR_Action_Single>("Squeeze");
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								        public SteamVR_Action_Single pinchSqueeze = SteamVR_Input.GetAction<SteamVR_Action_Single>("Squeeze");
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								        private new Rigidbody rigidbody;
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								        private void Start()
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								        {
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								            if (rigidbody == null)
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								                rigidbody = GetComponent<Rigidbody>();
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								            if (interactable == null)
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								                interactable = GetComponent<Interactable>();
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								            if (renderer == null)
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								                renderer = GetComponent<SkinnedMeshRenderer>();
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								        }
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								        private void Update()
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								        {
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								            float grip = 0;
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								            float pinch = 0;
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								            if (interactable.attachedToHand)
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								            {
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								                grip = gripSqueeze.GetAxis(interactable.attachedToHand.handType);
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								                pinch = pinchSqueeze.GetAxis(interactable.attachedToHand.handType);
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								            }
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								            renderer.SetBlendShapeWeight(0, Mathf.Lerp(renderer.GetBlendShapeWeight(0), grip * 100, Time.deltaTime * 10));
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								            if (renderer.sharedMesh.blendShapeCount > 1) // make sure there's a pinch blend shape
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								                renderer.SetBlendShapeWeight(1, Mathf.Lerp(renderer.GetBlendShapeWeight(1), pinch * 100, Time.deltaTime * 10));
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								            if (affectMaterial)
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								            {
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								                renderer.material.SetFloat("_Deform", Mathf.Pow(grip * 1f, 0.5f));
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								                if (renderer.material.HasProperty("_PinchDeform"))
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								                {
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								                    renderer.material.SetFloat("_PinchDeform", Mathf.Pow(pinch * 1f, 0.5f));
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								                }
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								            }
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								        }
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								    }
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								}
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