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using UnityEngine;
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using System.Collections;
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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 JoeJeffController : MonoBehaviour
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{
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public Transform Joystick;
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public float joyMove = 0.1f;
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public SteamVR_Action_Vector2 moveAction = SteamVR_Input.GetAction<SteamVR_Action_Vector2>("platformer", "Move");
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public SteamVR_Action_Boolean jumpAction = SteamVR_Input.GetAction<SteamVR_Action_Boolean>("platformer", "Jump");
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public JoeJeff character;
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public Renderer jumpHighlight;
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private Vector3 movement;
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private bool jump;
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private float glow;
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private SteamVR_Input_Sources hand;
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private Interactable interactable;
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private void Start()
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{
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interactable = GetComponent<Interactable>();
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}
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private void Update()
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{
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if (interactable.attachedToHand)
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{
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hand = interactable.attachedToHand.handType;
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Vector2 m = moveAction[hand].axis;
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movement = new Vector3(m.x, 0, m.y);
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jump = jumpAction[hand].stateDown;
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glow = Mathf.Lerp(glow, jumpAction[hand].state ? 1.5f : 1.0f, Time.deltaTime * 20);
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}
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else
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{
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movement = Vector2.zero;
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jump = false;
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glow = 0;
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}
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Joystick.localPosition = movement * joyMove;
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float rot = transform.eulerAngles.y;
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movement = Quaternion.AngleAxis(rot, Vector3.up) * movement;
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jumpHighlight.sharedMaterial.SetColor("_EmissionColor", Color.white * glow);
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character.Move(movement * 2, jump);
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}
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}
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}
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