Added namespaces
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@ -236,7 +236,7 @@ namespace Passer.Humanoid {
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if (bones[i] == null || bones[i].bone == null || bones[i].bone.transform == null)
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continue;
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Handles.FreeMoveHandle(bones[i].bone.transform.position, bones[i].bone.transform.rotation, 0.002F, Vector3.zero, DotHandleCapSaveID);
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var fmh_239_74_638409995538839071 = bones[i].bone.transform.rotation; Handles.FreeMoveHandle(bones[i].bone.transform.position, 0.002F, Vector3.zero, DotHandleCapSaveID);
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controlIds[i] = lastControlID;
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boneIds[i] = bones[i].boneId;
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}
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@ -1,33 +1,36 @@
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using System.Collections;
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using UnityEngine;
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public class FlashLight : MonoBehaviour {
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namespace Passer {
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protected Light thisLight;
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public class FlashLight : MonoBehaviour {
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public float duration = 0.1F;
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protected Light thisLight;
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protected virtual void Awake() {
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thisLight = GetComponent<Light>();
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public float duration = 0.1F;
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protected virtual void Awake() {
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thisLight = GetComponent<Light>();
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}
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public void Flash() {
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Flash(duration);
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}
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public void Flash(float duration) {
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if (thisLight == null)
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return;
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StartCoroutine(FlashRoutine(thisLight, duration));
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}
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protected IEnumerator FlashRoutine(Light light, float duration) {
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if (light == null)
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yield return null;
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light.enabled = true;
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yield return new WaitForSeconds(duration);
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light.enabled = false;
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}
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}
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public void Flash() {
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Flash(duration);
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}
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public void Flash(float duration) {
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if (thisLight == null)
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return;
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StartCoroutine(FlashRoutine(thisLight, duration));
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}
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protected IEnumerator FlashRoutine(Light light, float duration) {
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if (light == null)
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yield return null;
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light.enabled = true;
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yield return new WaitForSeconds(duration);
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light.enabled = false;
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}
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}
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}
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@ -1,8 +1,12 @@
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using UnityEngine;
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public class Hit : MonoBehaviour {
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namespace Passer {
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public void HitMe() {
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Debug.Log("AU!");
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public class Hit : MonoBehaviour {
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public void HitMe() {
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Debug.Log("AU!");
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}
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}
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}
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}
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@ -1,39 +1,43 @@
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using UnityEngine;
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public class Redrop : MonoBehaviour {
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namespace Passer {
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// Script which is to be replaced by CollisionEventHandler
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public class Redrop : MonoBehaviour {
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public Collider groundCollider;
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// Script which is to be replaced by CollisionEventHandler
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private Rigidbody thisRigidbody;
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private Vector3 startPosition;
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private Quaternion startRotation;
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public Collider groundCollider;
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void Start() {
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startPosition = transform.position;
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startRotation = transform.rotation;
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}
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private Rigidbody thisRigidbody;
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private Vector3 startPosition;
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private Quaternion startRotation;
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void Update() {
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if (groundCollider == null && transform.position.y < 0) {
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MoveToStart();
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void Start() {
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startPosition = transform.position;
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startRotation = transform.rotation;
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}
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void Update() {
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if (groundCollider == null && transform.position.y < 0) {
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MoveToStart();
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}
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}
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private void OnCollisionEnter(Collision collision) {
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if (collision.collider == groundCollider) {
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MoveToStart();
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}
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}
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private void MoveToStart() {
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thisRigidbody = transform.GetComponent<Rigidbody>();
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if (thisRigidbody != null) {
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thisRigidbody.MovePosition(new Vector3(startPosition.x, startPosition.y + 0.1F, startPosition.z));
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thisRigidbody.MoveRotation(startRotation);
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thisRigidbody.velocity = Vector3.zero;
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thisRigidbody.angularVelocity = Vector3.zero;
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}
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}
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}
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private void OnCollisionEnter(Collision collision) {
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if (collision.collider == groundCollider) {
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MoveToStart();
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}
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}
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private void MoveToStart() {
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thisRigidbody = transform.GetComponent<Rigidbody>();
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if (thisRigidbody != null) {
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thisRigidbody.MovePosition(new Vector3(startPosition.x, startPosition.y + 0.1F, startPosition.z));
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thisRigidbody.MoveRotation(startRotation);
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thisRigidbody.velocity = Vector3.zero;
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thisRigidbody.angularVelocity = Vector3.zero;
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}
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}
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}
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}
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@ -4,31 +4,42 @@ using UnityEngine.SceneManagement;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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namespace Passer {
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[InitializeOnLoad]
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public class SceneLoader {
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static SceneLoader() {
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EditorSceneManager.sceneOpened += SceneOpened;
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}
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private static void SceneOpened(Scene scene, OpenSceneMode mode) {
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if ((scene.name == "ObjectTable Pawn" ||
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scene.name == "ObjectTable Pawn VR" ||
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scene.name == "ObjectTable Humanoid") &&
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EditorSceneManager.loadedSceneCount == 1) {
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//Debug.Log("Additive opening ObjectTable scene");
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EditorSceneManager.OpenScene("Assets/PawnControl/Demo/Environments/ObjectTable.unity", OpenSceneMode.Additive);
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}
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else if ((scene.name == "ShootingRange Pawn" ||
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scene.name == "ShootingRange Pawn VR" ||
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scene.name == "ShootingRange Humanoid") &&
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EditorSceneManager.loadedSceneCount == 1) {
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//Debug.Log("Additive opening ShootingRange scene");
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EditorSceneManager.OpenScene("Assets/PawnControl/Demo/Environments/ShootingRange.unity", OpenSceneMode.Additive);
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[InitializeOnLoad]
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public class SceneLoader {
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static SceneLoader() {
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EditorSceneManager.sceneOpened += SceneOpened;
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}
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private static void SceneOpened(Scene scene, OpenSceneMode mode) {
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if ((scene.name == "ObjectTable Pawn" ||
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scene.name == "ObjectTable Pawn VR" ||
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scene.name == "ObjectTable Humanoid")
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#if UNITY_2022_2_OR_NEWER
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&& UnityEngine.SceneManagement.SceneManager.loadedSceneCount == 1
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#else
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&& EditorSceneManager.loadedSceneCount == 1
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#endif
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) {
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//Debug.Log("Additive opening ObjectTable scene");
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EditorSceneManager.OpenScene("Assets/PawnControl/Demo/Environments/ObjectTable.unity", OpenSceneMode.Additive);
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}
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else if ((scene.name == "ShootingRange Pawn" ||
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scene.name == "ShootingRange Pawn VR" ||
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scene.name == "ShootingRange Humanoid")
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#if UNITY_2022_2_OR_NEWER
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&& UnityEngine.SceneManagement.SceneManager.loadedSceneCount == 1
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#else
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&& EditorSceneManager.loadedSceneCount == 1
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#endif
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) {
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//Debug.Log("Additive opening ShootingRange scene");
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EditorSceneManager.OpenScene("Assets/PawnControl/Demo/Environments/ShootingRange.unity", OpenSceneMode.Additive);
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}
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}
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}
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}
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#endif
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@ -1,6 +1,6 @@
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using UnityEngine;
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//namespace Passer {
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namespace Passer {
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public static class RigidbodyTools {
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public static void DestroyGameObject(this Rigidbody rigidbody) {
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@ -8,4 +8,4 @@
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}
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}
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//}
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}
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@ -1,66 +1,68 @@
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using UnityEngine;
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using System.Collections;
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using Passer;
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namespace Passer {
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public class ControllerDebugger : MonoBehaviour {
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public class ControllerDebugger : MonoBehaviour {
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[System.Serializable]
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public struct ControllerSideDebugger {
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public float stickHorizontal;
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public float stickVertical;
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public bool stickButton;
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public bool stickTouch;
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[System.Serializable]
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public struct ControllerSideDebugger {
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public float stickHorizontal;
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public float stickVertical;
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public bool stickButton;
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public bool stickTouch;
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public float touchpadHorizontal;
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public float touchpadVertical;
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public bool touchpadButton;
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public bool touchpadTouch;
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public float touchpadHorizontal;
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public float touchpadVertical;
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public bool touchpadButton;
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public bool touchpadTouch;
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public bool[] buttons;
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public bool[] buttons;
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public float bumper;
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public float trigger;
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public float bumper;
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public float trigger;
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public bool option;
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public bool option;
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}
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public ControllerSideDebugger left;
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public ControllerSideDebugger right;
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private Controller controller;
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private void Start() {
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controller = Controllers.GetController(0);
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left.buttons = new bool[4];
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right.buttons = new bool[4];
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}
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private void Update() {
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UpdateSide(ref left, controller.left);
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UpdateSide(ref right, controller.right);
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}
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void UpdateSide(ref ControllerSideDebugger sideDebugger, ControllerSide controllerSide) {
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sideDebugger.stickHorizontal = controllerSide.stickHorizontal;
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sideDebugger.stickVertical = controllerSide.stickVertical;
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sideDebugger.stickButton = controllerSide.stickButton;
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sideDebugger.stickTouch = controllerSide.stickTouch;
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sideDebugger.touchpadHorizontal = controllerSide.touchpadHorizontal;
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sideDebugger.touchpadVertical = controllerSide.touchpadVertical;
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sideDebugger.touchpadButton = controllerSide.touchpadPress;
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sideDebugger.touchpadTouch = controllerSide.touchpadTouch;
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sideDebugger.buttons[0] = controllerSide.buttons[0];
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sideDebugger.buttons[1] = controllerSide.buttons[1];
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sideDebugger.buttons[2] = controllerSide.buttons[2];
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sideDebugger.buttons[3] = controllerSide.buttons[3];
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sideDebugger.bumper = controllerSide.trigger1;
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sideDebugger.trigger = controllerSide.trigger2;
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sideDebugger.option = controllerSide.option;
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}
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}
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public ControllerSideDebugger left;
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public ControllerSideDebugger right;
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private Controller controller;
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private void Start () {
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controller = Controllers.GetController(0);
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left.buttons = new bool[4];
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right.buttons = new bool[4];
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}
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private void Update () {
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UpdateSide(ref left, controller.left);
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UpdateSide(ref right, controller.right);
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}
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void UpdateSide(ref ControllerSideDebugger sideDebugger, ControllerSide controllerSide) {
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sideDebugger.stickHorizontal = controllerSide.stickHorizontal;
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sideDebugger.stickVertical = controllerSide.stickVertical;
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sideDebugger.stickButton = controllerSide.stickButton;
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sideDebugger.stickTouch = controllerSide.stickTouch;
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sideDebugger.touchpadHorizontal = controllerSide.touchpadHorizontal;
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sideDebugger.touchpadVertical = controllerSide.touchpadVertical;
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sideDebugger.touchpadButton = controllerSide.touchpadPress;
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sideDebugger.touchpadTouch = controllerSide.touchpadTouch;
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sideDebugger.buttons[0] = controllerSide.buttons[0];
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sideDebugger.buttons[1] = controllerSide.buttons[1];
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sideDebugger.buttons[2] = controllerSide.buttons[2];
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sideDebugger.buttons[3] = controllerSide.buttons[3];
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sideDebugger.bumper = controllerSide.trigger1;
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sideDebugger.trigger = controllerSide.trigger2;
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sideDebugger.option = controllerSide.option;
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}
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}
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}
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@ -1,18 +1,17 @@
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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 UnityEngine;
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public class ShowVisitorName : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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namespace Passer {
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public class ShowVisitorName : MonoBehaviour {
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// Start is called before the first frame update
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void Start() {
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}
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// Update is called once per frame
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void Update() {
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}
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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}
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@ -1,8 +1,12 @@
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using UnityEngine;
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public class ToggleActive : MonoBehaviour {
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// Temporary helper script to implement toggling the gameobject active state
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public void Toggle() {
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this.gameObject.SetActive(!this.gameObject.activeSelf);
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namespace Passer {
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public class ToggleActive : MonoBehaviour {
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// Temporary helper script to implement toggling the gameobject active state
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public void Toggle() {
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this.gameObject.SetActive(!this.gameObject.activeSelf);
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}
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}
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}
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}
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