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using System;
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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.Events;
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using UnityEngine.SceneManagement;
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using NaughtyAttributes;
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using UnityEditor;
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using UnityEngine.Serialization;
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namespace Autohand {
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[DefaultExecutionOrder(-100)]
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public class GrabbableBase : MonoBehaviour {
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[AutoHeader("Grabbable")]
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public bool ignoreMe;
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[Tooltip("The physics body to connect this colliders grab to - if left empty will default to local body")]
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public Rigidbody body;
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[Tooltip("A copy of the mesh will be created and slighly scaled and this material will be applied to create a highlight effect with options")]
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public Material hightlightMaterial;
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[HideInInspector]
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public bool isGrabbable = true;
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private PlacePoint _placePoint = null;
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public PlacePoint placePoint { get { return _placePoint; } protected set { _placePoint = value; } }
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internal List<Collider> _grabColliders = new List<Collider>();
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public List<Collider> grabColliders { get { return _grabColliders; } }
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protected List<PlacePoint> _childPlacePoints = new List<PlacePoint>();
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public List<PlacePoint> childPlacePoints { get { return _childPlacePoints; } }
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internal Grabbable rootGrabbable;
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internal List<Grabbable> grabbableChildren = new List<Grabbable>();
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internal List<Grabbable> grabbableParents = new List<Grabbable>();
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internal List<Grabbable> jointedGrabbables = new List<Grabbable>();
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internal List<GrabbableChild> grabChildren = new List<GrabbableChild>();
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internal float preheldDrag;
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internal float preheldAngularDrag;
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protected Dictionary<Collider, PhysicMaterial> grabColliderMaterials = new Dictionary<Collider, PhysicMaterial>();
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protected Dictionary<Transform, int> originalLayers = new Dictionary<Transform, int>();
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protected List<Hand> heldBy = new List<Hand>();
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protected List<Hand> beingGrabbedBy = new List<Hand>();
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protected List<Hand> waitingToGrabHands = new List<Hand>();
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protected bool hightlighting;
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protected GameObject highlightObj;
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protected PlacePoint lastPlacePoint = null;
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public Transform originalParent { get; set; }
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protected Vector3 lastCenterOfMassPos;
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protected Quaternion lastCenterOfMassRot;
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protected CollisionDetectionMode detectionMode;
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protected RigidbodyInterpolation startInterpolation;
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protected internal bool beingGrabbed = false;
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protected internal bool beforeGrabFrame = false;
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protected bool wasIsGrabbable = false;
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protected bool beingDestroyed = false;
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protected Dictionary<Hand, Coroutine> resetLayerRoutine = new Dictionary<Hand, Coroutine>();
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protected Dictionary<Hand, Coroutine> ignoreWhileGrabbingRoutine = new Dictionary<Hand, Coroutine>();
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protected List<Transform> jointedParents = new List<Transform>();
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protected Dictionary<Material, List<GameObject>> highlightObjs = new Dictionary<Material, List<GameObject>>();
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protected GrabbablePoseCombiner poseCombiner;
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protected float lastUpdateTime;
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protected bool rigidbodyDeactivated = false;
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protected SaveRigidbodyData rigidbodyData;
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/// <summary>This transform represents the root rigidbody gameobject. This is used in place a rigidbody call just in case the rigidbody is disabled</summary>
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public Transform rootTransform {
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get {
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if(body != null)
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return body.transform;
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else if(rigidbodyData.IsSet())
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return rigidbodyData.GetOrigin();
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else if(gameObject.CanGetComponent<Rigidbody>(out var rigidbody))
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return rigidbody.transform;
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else if(gameObject.GetComponentInParent<Rigidbody>() != null)
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return gameObject.GetComponentInParent<Rigidbody>().transform;
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else
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return null;
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}
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}
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private CollisionTracker _collisionTracker;
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public CollisionTracker collisionTracker {
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get {
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if(_collisionTracker == null) {
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if(!(_collisionTracker = GetComponent<CollisionTracker>())) {
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_collisionTracker = gameObject.AddComponent<CollisionTracker>();
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_collisionTracker.disableTriggersTracking = true;
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}
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}
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return _collisionTracker;
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}
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protected set {
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if(_collisionTracker != null)
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Destroy(_collisionTracker);
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_collisionTracker = value;
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}
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}
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#if UNITY_EDITOR
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protected bool editorSelected = false;
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#endif
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public virtual void Awake() {
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if(!gameObject.CanGetComponent(out poseCombiner))
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poseCombiner = gameObject.AddComponent<GrabbablePoseCombiner>();
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GetPoseSaves(transform);
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//body.maxDepenetrationVelocity = 1f;
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void GetPoseSaves(Transform obj) {
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//Stop if you get to another grabbable
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if(obj.CanGetComponent(out Grabbable grab) && grab != this)
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return;
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var poses = obj.GetComponents<GrabbablePose>();
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for(int i = 0; i < poses.Length; i++)
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poseCombiner.AddPose(poses[i]);
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for(int i = 0; i < obj.childCount; i++)
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GetPoseSaves(obj.GetChild(i));
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}
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if(body == null){
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if(GetComponent<Rigidbody>())
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body = GetComponent<Rigidbody>();
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else
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Debug.LogError("RIGIDBODY MISSING FROM GRABBABLE: " + transform.name + " \nPlease add/attach a rigidbody", this);
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}
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#if UNITY_EDITOR
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if (Selection.activeGameObject == gameObject){
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Selection.activeGameObject = null;
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Debug.Log("Auto Hand (EDITOR ONLY): Selecting the grabbable in the inspector can cause lag and quality reduction at runtime. (Automatically deselecting at runtime) Remove this code at any time.", this);
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editorSelected = true;
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}
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Application.quitting += () => { if (editorSelected) Selection.activeGameObject = gameObject; };
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#endif
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originalParent = body.transform.parent;
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detectionMode = body.collisionDetectionMode;
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startInterpolation = body.interpolation;
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grabColliders.Clear();
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grabColliderMaterials.Clear();
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SetCollidersRecursive(body.transform);
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}
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private void OnDestroy() {
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beingDestroyed = true;
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}
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public virtual void HeldFixedUpdate() {
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if(heldBy.Count > 0) {
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lastCenterOfMassRot = body.transform.rotation;
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lastCenterOfMassPos = body.transform.position;
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}
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}
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protected virtual void OnDisable(){
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foreach(var routine in resetLayerRoutine) {
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IgnoreHand(routine.Key, false);
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if(routine.Value != null)
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StopCoroutine(routine.Value);
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}
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resetLayerRoutine.Clear();
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foreach(var routine in ignoreGrabbableCollisions) {
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if(routine.Value != null)
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StopCoroutine(routine.Value);
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}
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ignoreGrabbableCollisions.Clear();
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foreach(var routine in ignoreHandCollisions) {
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if(routine.Value != null)
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StopCoroutine(routine.Value);
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}
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ignoreHandCollisions.Clear();
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}
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internal void SetPlacePoint(PlacePoint point) {
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this.placePoint = point;
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foreach(var grabbable in grabbableChildren) {
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grabbable.placePoint = point;
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}
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}
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internal void SetGrabbableChild(GrabbableChild child) {
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child.grabParent = this as Grabbable;
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if(!grabChildren.Contains(child))
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grabChildren.Add(child);
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}
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public void DeactivateRigidbody()
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{
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if (body != null){
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if(body != null)
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rigidbodyData = new SaveRigidbodyData(body);
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body = null;
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rigidbodyDeactivated = true;
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}
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foreach(var grabbable in grabbableChildren) {
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if(grabbable.body != null) {
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grabbable.body = null;
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grabbable.rigidbodyData = new SaveRigidbodyData(rigidbodyData);
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grabbable.rigidbodyDeactivated = true;
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}
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}
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}
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public void ActivateRigidbody()
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{
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if (rigidbodyDeactivated && !beingDestroyed){
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rigidbodyDeactivated = false;
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body = rigidbodyData.ReloadRigidbody();
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foreach(var grabbable in grabbableChildren) {
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grabbable.rigidbodyDeactivated = false;
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if(grabbable.body == null)
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grabbable.body = body;
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}
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}
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}
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internal void SetLayerRecursive(int newLayer) {
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foreach(var transform in originalLayers) {
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transform.Key.gameObject.layer = newLayer;
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}
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}
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/// <summary>Sets the grabbable and children to the physics layers it had on Start()</summary>
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internal void ResetOriginalLayers() {
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foreach(var transform in originalLayers) {
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transform.Key.gameObject.layer = transform.Value;
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}
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}
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Dictionary<Grabbable, Coroutine> ignoreGrabbableCollisions = new Dictionary<Grabbable, Coroutine>();
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public void IgnoreGrabbableCollisionUntilNone(Grabbable other) {
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if(!beingDestroyed && !ignoreGrabbableCollisions.ContainsKey(other))
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ignoreGrabbableCollisions.Add(other, StartCoroutine(IgnoreGrabbableCollisionUntilNoneRoutine(other)));
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}
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protected IEnumerator IgnoreGrabbableCollisionUntilNoneRoutine(Grabbable other) {
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IgnoreGrabbableColliders(other, true);
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yield return new WaitForSeconds(0.05f);
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while(IsGrabbableOverlapping(other))
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yield return new WaitForSeconds(0.1f);
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IgnoreGrabbableColliders(other, false);
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ignoreGrabbableCollisions.Remove(other);
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if(ignoreGrabbableCollisions.ContainsKey(other))
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ignoreGrabbableCollisions.Remove(other);
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}
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public bool IsGrabbableOverlapping(Grabbable other) {
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foreach(var col1 in grabColliders) {
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foreach(var col2 in other.grabColliders) {
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if(col1.enabled && !col1.isTrigger && !col1.isTrigger && col2.enabled && !col2.isTrigger && !col2.isTrigger &&
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Physics.ComputePenetration(col1, col1.transform.position, col1.transform.rotation, col2, col2.transform.position, col2.transform.rotation, out _, out _)) {
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return true;
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}
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}
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}
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return false;
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}
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public void IgnoreGrabbableColliders(Grabbable other, bool ignore) {
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foreach(var col1 in grabColliders) {
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foreach(var col2 in other.grabColliders) {
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Physics.IgnoreCollision(col1, col2, ignore);
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}
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}
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}
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Dictionary<Hand, Coroutine> ignoreHandCollisions = new Dictionary<Hand, Coroutine>();
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public void IgnoreHandCollisionUntilNone(Hand hand, float minIgnoreTime = 1) {
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if(gameObject.activeInHierarchy && !beingDestroyed && !ignoreHandCollisions.ContainsKey(hand))
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ignoreHandCollisions.Add(hand, StartCoroutine(IgnoreHandCollisionUntilNoneRoutine(hand, minIgnoreTime)));
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}
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protected IEnumerator IgnoreHandCollisionUntilNoneRoutine(Hand hand, float minIgnoreTime) {
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if(!ignoringHand.ContainsKey(hand) || !ignoringHand[hand]) {
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IgnoreHand(hand, true);
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yield return new WaitForSeconds(minIgnoreTime);
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if(minIgnoreTime != 0)
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while(IsHandOverlapping(hand))
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yield return new WaitForSeconds(0.1f);
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IgnoreHand(hand, false);
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if(resetLayerRoutine.ContainsKey(hand))
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resetLayerRoutine.Remove(hand);
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if(ignoreHandCollisions.ContainsKey(hand))
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ignoreHandCollisions.Remove(hand);
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}
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}
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protected IEnumerator IgnoreHandCollision(Hand hand, float time) {
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if(!ignoringHand.ContainsKey(hand) || !ignoringHand[hand]) {
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IgnoreHand(hand, true);
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yield return new WaitForSeconds(time);
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IgnoreHand(hand, false);
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resetLayerRoutine.Remove(hand);
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}
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}
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protected Dictionary<Hand, bool> ignoringHand = new Dictionary<Hand, bool>();
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public void IgnoreHand(Hand hand, bool ignore, bool overrideIgnoreRoutines = false)
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{
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if(overrideIgnoreRoutines && resetLayerRoutine.ContainsKey(hand) && resetLayerRoutine[hand] != null) {
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StopCoroutine(resetLayerRoutine[hand]);
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resetLayerRoutine[hand] = null;
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}
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foreach (var col in grabColliders)
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hand.HandIgnoreCollider(col, ignore);
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foreach(var grab in grabbableChildren)
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foreach(var col in grab.grabColliders)
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hand.HandIgnoreCollider(col, ignore);
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foreach(var grab in grabbableParents)
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foreach(var col in grab.grabColliders)
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hand.HandIgnoreCollider(col, ignore);
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if(!ignoringHand.ContainsKey(hand))
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ignoringHand.Add(hand, ignore);
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else
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ignoringHand[hand] = ignore;
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}
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public bool IsHandOverlapping(Hand hand) {
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float dist;
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Vector3 dir;
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foreach(var col2 in grabColliders) {
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foreach(var col1 in hand.handColliders) {
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if(col1.enabled && !col1.isTrigger && !col1.isTrigger && col2.enabled && !col2.isTrigger && !col2.isTrigger &&
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Physics.ComputePenetration(col1, col1.transform.position, col1.transform.rotation, col2, col2.transform.position, col2.transform.rotation, out dir, out dist)) {
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return true;
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}
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}
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}
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return false;
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}
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public bool GetSavedPose(out GrabbablePoseCombiner pose) {
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if(poseCombiner != null && poseCombiner.PoseCount() > 0) {
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pose = poseCombiner;
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return true;
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}
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else {
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pose = null;
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return false;
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}
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}
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public bool HasCustomPose() {
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return poseCombiner.PoseCount() > 0;
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}
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/// <summary>Resets the physics materials on all the colliders to how it was during Start()</summary>
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public void SetPhysicsMateiral(PhysicMaterial physMat) {
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foreach(var collider in grabColliders) {
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collider.material = physMat;
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}
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}
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/// <summary>Resets the physics materials on all the colliders to how it was during Start()</summary>
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public void ResetPhysicsMateiral() {
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foreach(var col in grabColliderMaterials) {
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col.Key.sharedMaterial = col.Value;
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}
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}
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public void SetCollidersRecursive(Transform obj) {
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foreach(var col in obj.GetComponents<Collider>()) {
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if(col.isTrigger)
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continue;
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if(!grabColliders.Contains(col))
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grabColliders.Add(col);
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if(col.sharedMaterial == null)
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|
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grabColliderMaterials.Add(col, null);
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else
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grabColliderMaterials.Add(col, col.sharedMaterial);
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if(!originalLayers.ContainsKey(col.transform)) {
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|
|
if(col.gameObject.layer == LayerMask.NameToLayer("Default") || LayerMask.LayerToName(col.gameObject.layer) == "")
|
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col.gameObject.layer = LayerMask.NameToLayer(Hand.grabbableLayerNameDefault);
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|
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originalLayers.Add(col.transform, col.gameObject.layer);
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|
|
}
|
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}
|
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|
for (int i = 0; i < obj.childCount; i++)
|
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|
|
SetCollidersRecursive(obj.GetChild(i));
|
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|
}
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/// <summary>Adds a grabbables collider to this list of colliders on this grabbable</summary>
|
|
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|
|
public void AddGrabbableColliders(Grabbable other) {
|
|
|
|
|
var ignoreHandKeys = new List<Hand>(ignoreHandCollisions.Keys);
|
|
|
|
|
foreach(var col in other.grabColliders) {
|
|
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|
|
if(!grabColliders.Contains(col)) {
|
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|
|
grabColliders.Add(col);
|
|
|
|
|
for(int i = 0; i < ignoreHandKeys.Count; i++)
|
|
|
|
|
ignoreHandKeys[i].HandIgnoreCollider(col, true);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
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|
|
public void RemoveGrabbableColliders(Grabbable other) {
|
|
|
|
|
var ignoreHandKeys = new List<Hand>(ignoreHandCollisions.Keys);
|
|
|
|
|
foreach(var col in other.grabColliders) {
|
|
|
|
|
if(grabColliders.Contains(col)) {
|
|
|
|
|
grabColliders.Remove(col);
|
|
|
|
|
for(int i = 0; i < ignoreHandKeys.Count; i++)
|
|
|
|
|
ignoreHandKeys[i].HandIgnoreCollider(col, false);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
public bool BeingDestroyed() {
|
|
|
|
|
return beingDestroyed;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void DebugBreak() {
|
|
|
|
|
#if UNITY_EDITOR
|
|
|
|
|
Debug.Break();
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|