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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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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 JoeJeffGestures : MonoBehaviour
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{
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private const float openFingerAmount = 0.1f;
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private const float closedFingerAmount = 0.9f;
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private const float closedThumbAmount = 0.4f;
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private JoeJeff joeJeff;
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private void Awake()
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{
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joeJeff = this.GetComponent<JoeJeff>();
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}
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private void Update()
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{
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if (Player.instance == null)
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return;
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Transform cam = Camera.main.transform;
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bool lookingAt = (Vector3.Angle(cam.forward, transform.position - cam.position) < 90);
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if (lookingAt == false)
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return;
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for (int handIndex = 0; handIndex < Player.instance.hands.Length; handIndex++)
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{
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if (Player.instance.hands[handIndex] != null)
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{
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SteamVR_Behaviour_Skeleton skeleton = Player.instance.hands[handIndex].skeleton;
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if (skeleton != null)
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{
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//Debug.LogFormat("{0:0.00}, {1:0.00}, {2:0.00}, {3:0.00}, {4:0.00}", skeleton.thumbCurl, skeleton.indexCurl, skeleton.middleCurl, skeleton.ringCurl, skeleton.pinkyCurl);
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if ((skeleton.indexCurl <= openFingerAmount && skeleton.middleCurl <= openFingerAmount) &&
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(skeleton.thumbCurl >= closedThumbAmount && skeleton.ringCurl >= closedFingerAmount && skeleton.pinkyCurl >= closedFingerAmount))
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{
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PeaceSignRecognized(true);
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}
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else
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{
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PeaceSignRecognized(false);
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}
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}
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}
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}
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}
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private bool lastPeaceSignState = false;
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private void PeaceSignRecognized(bool currentPeaceSignState)
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{
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if (lastPeaceSignState == false && currentPeaceSignState == true)
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{
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joeJeff.Jump();
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}
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lastPeaceSignState = currentPeaceSignState;
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}
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}
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}
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