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			309 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C#
		
	
			
		
		
	
	
			309 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C#
		
	
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Autohand {
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    [DefaultExecutionOrder(999)]
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    public class WeightlessFollower : MonoBehaviour {
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        [HideInInspector]
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        public Transform follow1 = null;
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        [HideInInspector]
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        public Transform follow2 = null;
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        [HideInInspector]
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        public Hand hand1 = null;
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        [HideInInspector]
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        public Hand hand2 = null;
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        public Dictionary<Hand, Transform> heldMoveTo = new Dictionary<Hand, Transform>();
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        [HideInInspector]
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        public float followPositionStrength = 30;
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        [HideInInspector]
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        public float followRotationStrength = 30;
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        [HideInInspector]
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        public float maxVelocity = 5;
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        [HideInInspector]
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        public Grabbable grab;
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        Transform _pivot = null;
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        public Transform pivot {
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            get {
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                if(!gameObject.activeInHierarchy)
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                    return null;
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                if(_pivot == null) {
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                    _pivot = new GameObject().transform;
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                    _pivot.parent = transform.parent;
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                    _pivot.name = "WEIGHTLESS PIVOT";
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                }
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                return _pivot;
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            }
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        }
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        internal Rigidbody body;
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        Transform moveTo = null;
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        float startMass = 0;
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        float startDrag;
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        float startAngleDrag;
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        float startHandMass;
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        float startHandDrag;
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        float startHandAngleDrag;
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        bool useGravity;
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        public void Start() {
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            if(body == null)
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                body = GetComponent<Rigidbody>();
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        }
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        public virtual void Set(Hand hand, Grabbable grab) {
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            if (body == null)
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                body = grab.body;
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            if(moveTo == null) {
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                moveTo = new GameObject().transform;
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                moveTo.name = gameObject.name + " FOLLOW POINT";
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                moveTo.parent = AutoHandExtensions.transformParent;
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            }
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            if(!heldMoveTo.ContainsKey(hand)) {
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                heldMoveTo.Add(hand, new GameObject().transform);
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                heldMoveTo[hand].name = "HELD FOLLOW POINT";
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            }
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            var tempTransform = AutoHandExtensions.transformRuler;
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            tempTransform.position = hand.transform.position;
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            tempTransform.rotation = hand.transform.rotation;
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            var tempTransformChild = AutoHandExtensions.transformRulerChild;
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            tempTransformChild.position = grab.rootTransform.position;
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            tempTransformChild.rotation = grab.rootTransform.rotation;
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            if(grab.maintainGrabOffset) {
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                tempTransform.position = hand.moveTo.position + hand.grabPositionOffset;
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                tempTransform.rotation = hand.moveTo.rotation * hand.grabRotationOffset;
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            }
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            else {
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                tempTransform.position = hand.moveTo.position;
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                tempTransform.rotation = hand.moveTo.rotation;
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            }
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            heldMoveTo[hand].parent = hand.moveTo;
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            heldMoveTo[hand].position = tempTransformChild.position;
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            heldMoveTo[hand].rotation = tempTransformChild.rotation;
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            if(follow1 == null) {
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                follow1 = heldMoveTo[hand];
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                hand1 = hand;
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            }
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            else if(follow2 == null) {
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                follow2 = heldMoveTo[hand];
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                hand2 = hand;
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                pivot.parent = body.transform;
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                pivot.position = Vector3.Lerp(hand1.handGrabPoint.position, hand2.handGrabPoint.position, 0.5f);
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                pivot.rotation = Quaternion.LookRotation((hand1.handGrabPoint.position - hand2.handGrabPoint.position).normalized, 
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                                 Vector3.Lerp(hand1.handGrabPoint.up, hand2.handGrabPoint.up, 0.5f));
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            }
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            if (startMass == 0) {
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                startMass = body.mass;
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                startDrag = grab.preheldDrag;
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                startAngleDrag = grab.preheldAngularDrag;
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                useGravity = body.useGravity;
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            }
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            startHandMass = hand.body.mass;
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            startHandDrag = hand.startDrag;
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            startHandAngleDrag = hand.startAngularDrag;
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            body.mass = startHandMass;
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            body.drag = startHandDrag;
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            body.angularDrag = startHandAngleDrag;
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            body.useGravity = false;
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            followPositionStrength = hand.followPositionStrength;
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            followRotationStrength = hand.followRotationStrength;
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            maxVelocity = grab.maxHeldVelocity;
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            this.grab = grab;
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            hand.OnBeforeReleased += OnHandReleased;
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        }
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        void OnHandReleased(Hand hand, Grabbable grab){
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            if(heldMoveTo.ContainsKey(hand))
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                RemoveFollow(hand, heldMoveTo[hand]);
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        }
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        public virtual void FixedUpdate() {
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            if(follow1 == null)
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                return;
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            MoveTo();
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            TorqueTo();
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            if(grab.HeldCount() == 0)
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                Destroy(this);
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        }
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        protected void SetMoveTo() {
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            if(follow1 == null || moveTo == null)
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                return;
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            if(follow2 != null) {
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                moveTo.position = Vector3.Lerp(hand1.moveTo.position, hand2.moveTo.position, 0.5f);
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                moveTo.rotation = Quaternion.LookRotation((hand1.moveTo.position - hand2.moveTo.position).normalized,
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                                 Vector3.Lerp(hand1.moveTo.up, hand2.moveTo.up, 0.5f));
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                moveTo.position -= pivot.position - pivot.parent.transform.position;
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                moveTo.rotation *= Quaternion.Inverse(pivot.localRotation);
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            }
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            else {
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                moveTo.position = follow1.position;
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                moveTo.rotation = follow1.rotation;
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            }
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        }
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        /// <summary>Moves the hand to the controller position using physics movement</summary>
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        protected virtual void MoveTo() {
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            if(followPositionStrength <= 0 || moveTo == null)
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                return;
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            SetMoveTo();
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            var movePos = moveTo.position;
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            var distance = Vector3.Distance(movePos, transform.position);
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            distance = Mathf.Clamp(distance, 0, 0.5f);
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            SetVelocity(0.55f);
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            void SetVelocity(float minVelocityChange) {
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                var velocityClamp = grab.maxHeldVelocity;
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                Vector3 vel = (movePos - transform.position).normalized * followPositionStrength * distance;
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                vel.x = Mathf.Clamp(vel.x, -velocityClamp, velocityClamp);
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                vel.y = Mathf.Clamp(vel.y, -velocityClamp, velocityClamp);
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                vel.z = Mathf.Clamp(vel.z, -velocityClamp, velocityClamp);
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                var deltaOffset = Time.fixedDeltaTime / 0.011111f;
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                var inverseDeltaOffset = 0.011111f / Time.fixedDeltaTime;
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                body.drag = startDrag * inverseDeltaOffset;
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                var maxDelta = deltaOffset;
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                minVelocityChange *= deltaOffset;
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                body.velocity = new Vector3(
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                    Mathf.MoveTowards(body.velocity.x, vel.x, minVelocityChange + Mathf.Abs(body.velocity.x) * maxDelta),
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                    Mathf.MoveTowards(body.velocity.y, vel.y, minVelocityChange + Mathf.Abs(body.velocity.y) * maxDelta),
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                    Mathf.MoveTowards(body.velocity.z, vel.z, minVelocityChange + Mathf.Abs(body.velocity.z) * maxDelta)
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                );
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            }
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        }
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        /// <summary>Rotates the hand to the controller rotation using physics movement</summary>
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        protected virtual void TorqueTo() {
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            var moveRot = moveTo.rotation;
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            var delta = (moveRot * Quaternion.Inverse(body.rotation));
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            delta.ToAngleAxis(out float angle, out Vector3 axis);
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            if(float.IsInfinity(axis.x))
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                return;
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            if(angle > 180f)
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                angle -= 360f;
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            var multiLinear = Mathf.Deg2Rad * angle * followRotationStrength;
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            Vector3 angular = multiLinear * axis.normalized;
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            angle = Mathf.Abs(angle);
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            var angleStrengthOffset = Mathf.Lerp(1f, 1.5f, angle/16f);
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            var deltaOffset = Time.fixedDeltaTime / 0.011111f;
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            var inverseDeltaOffset = 0.011111f / Time.fixedDeltaTime;
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            body.angularDrag = Mathf.Lerp((startAngleDrag * 1.2f), startAngleDrag, angle/4f) * inverseDeltaOffset;
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            var maxDelta = followRotationStrength * 50f * angleStrengthOffset;
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            body.angularVelocity = new Vector3(
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                Mathf.MoveTowards(body.angularVelocity.x, angular.x, maxDelta),
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                Mathf.MoveTowards(body.angularVelocity.y, angular.y, maxDelta),
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                Mathf.MoveTowards(body.angularVelocity.z, angular.z, maxDelta)
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            );
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        }
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        int CollisionCount() {
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            return grab.CollisionCount();
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        }
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        public void RemoveFollow(Hand hand, Transform follow) {
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            hand.OnReleased -= OnHandReleased;
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            if(this.follow1 == follow) {
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                this.follow1 = null;
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                hand1 = null;
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            }
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            if(follow2 == follow) {
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                follow2 = null;
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                hand2 = null;
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            }
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            if(this.follow1 == null && follow2 != null) {
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                this.follow1 = follow2;
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                this.hand1 = hand2;
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                hand2 = null;
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                follow2 = null;
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            }
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            if(this.follow1 == null && follow2 == null && !grab.beingGrabbed) {
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                if(body != null) {
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                    body.mass = startMass;
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                    body.drag = startDrag;
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                    body.angularDrag = startAngleDrag;
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                    body.useGravity = useGravity;
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                }
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                Destroy(this);
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            }
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            heldMoveTo.Remove(hand);
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        }
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        private void OnDestroy()
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        {
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            if(moveTo != null)
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                Destroy(moveTo.gameObject);
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            foreach(var transform in heldMoveTo)
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                Destroy(transform.Value.gameObject);
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            if (body != null)
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            {
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                body.mass = startMass;
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                body.drag = startDrag;
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                body.angularDrag = startAngleDrag;
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                body.useGravity = useGravity;
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            }
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        }
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    }
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}
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