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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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namespace Valve.VR.InteractionSystem.Sample
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{
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public class WheelDust : MonoBehaviour
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{
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private WheelCollider col;
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public ParticleSystem p;
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public float EmissionMul;
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public float velocityMul = 2;
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public float maxEmission;
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public float minSlip;
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[HideInInspector]
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public float amt;
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[HideInInspector]
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public Vector3 slip;
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private float emitTimer;
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private void Start()
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{
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col = GetComponent<WheelCollider>();
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StartCoroutine(emitter());
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}
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private void Update()
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{
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slip = Vector3.zero;
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if (col.isGrounded)
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{
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WheelHit hit;
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col.GetGroundHit(out hit);
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slip += Vector3.right * hit.sidewaysSlip;
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slip += Vector3.forward * -hit.forwardSlip;
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//print(slip);
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}
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amt = slip.magnitude;
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//print(amt);
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}
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private IEnumerator emitter()
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{
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while (true)
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{
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while (emitTimer < 1)
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{
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yield return null;
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if (amt > minSlip)
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{
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emitTimer += Mathf.Clamp((EmissionMul * amt), 0.01f, maxEmission);
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}
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}
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emitTimer = 0;
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DoEmit();
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}
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}
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private void DoEmit()
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{
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p.transform.rotation = Quaternion.LookRotation(transform.TransformDirection(slip));
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#if UNITY_2017_1_OR_NEWER
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ParticleSystem.MainModule mainModule = p.main;
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mainModule.startSpeed = velocityMul * amt;
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#else
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p.startSpeed = velocityMul * amt;
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#endif
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p.Emit(1);
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}
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}
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}
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