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Assets/SteamVR/InteractionSystem/Longbow/Scripts/ArrowHand.cs
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307
Assets/SteamVR/InteractionSystem/Longbow/Scripts/ArrowHand.cs
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
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//
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// Purpose: The object attached to the player's hand that spawns and fires the
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// arrow
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//
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//=============================================================================
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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namespace Valve.VR.InteractionSystem
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{
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//-------------------------------------------------------------------------
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public class ArrowHand : MonoBehaviour
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{
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private Hand hand;
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private Longbow bow;
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private GameObject currentArrow;
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public GameObject arrowPrefab;
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public Transform arrowNockTransform;
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public float nockDistance = 0.1f;
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public float lerpCompleteDistance = 0.08f;
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public float rotationLerpThreshold = 0.15f;
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public float positionLerpThreshold = 0.15f;
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private bool allowArrowSpawn = true;
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private bool nocked;
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private GrabTypes nockedWithType = GrabTypes.None;
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private bool inNockRange = false;
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private bool arrowLerpComplete = false;
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public SoundPlayOneshot arrowSpawnSound;
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private AllowTeleportWhileAttachedToHand allowTeleport = null;
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public int maxArrowCount = 10;
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private List<GameObject> arrowList;
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//-------------------------------------------------
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void Awake()
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{
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allowTeleport = GetComponent<AllowTeleportWhileAttachedToHand>();
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//allowTeleport.teleportAllowed = true;
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allowTeleport.overrideHoverLock = false;
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arrowList = new List<GameObject>();
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}
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//-------------------------------------------------
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private void OnAttachedToHand( Hand attachedHand )
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{
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hand = attachedHand;
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FindBow();
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}
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//-------------------------------------------------
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private GameObject InstantiateArrow()
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{
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GameObject arrow = Instantiate( arrowPrefab, arrowNockTransform.position, arrowNockTransform.rotation ) as GameObject;
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arrow.name = "Bow Arrow";
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arrow.transform.parent = arrowNockTransform;
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Util.ResetTransform( arrow.transform );
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arrowList.Add( arrow );
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while ( arrowList.Count > maxArrowCount )
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{
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GameObject oldArrow = arrowList[0];
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arrowList.RemoveAt( 0 );
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if ( oldArrow )
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{
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Destroy( oldArrow );
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}
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}
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return arrow;
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}
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//-------------------------------------------------
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private void HandAttachedUpdate( Hand hand )
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{
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if ( bow == null )
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{
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FindBow();
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}
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if ( bow == null )
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{
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return;
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}
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if ( allowArrowSpawn && ( currentArrow == null ) ) // If we're allowed to have an active arrow in hand but don't yet, spawn one
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{
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currentArrow = InstantiateArrow();
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arrowSpawnSound.Play();
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}
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float distanceToNockPosition = Vector3.Distance( transform.parent.position, bow.nockTransform.position );
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// If there's an arrow spawned in the hand and it's not nocked yet
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if ( !nocked )
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{
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// If we're close enough to nock position that we want to start arrow rotation lerp, do so
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if ( distanceToNockPosition < rotationLerpThreshold )
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{
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float lerp = Util.RemapNumber( distanceToNockPosition, rotationLerpThreshold, lerpCompleteDistance, 0, 1 );
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arrowNockTransform.rotation = Quaternion.Lerp( arrowNockTransform.parent.rotation, bow.nockRestTransform.rotation, lerp );
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}
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else // Not close enough for rotation lerp, reset rotation
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{
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arrowNockTransform.localRotation = Quaternion.identity;
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}
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// If we're close enough to the nock position that we want to start arrow position lerp, do so
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if ( distanceToNockPosition < positionLerpThreshold )
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{
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float posLerp = Util.RemapNumber( distanceToNockPosition, positionLerpThreshold, lerpCompleteDistance, 0, 1 );
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posLerp = Mathf.Clamp( posLerp, 0f, 1f );
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arrowNockTransform.position = Vector3.Lerp( arrowNockTransform.parent.position, bow.nockRestTransform.position, posLerp );
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}
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else // Not close enough for position lerp, reset position
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{
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arrowNockTransform.position = arrowNockTransform.parent.position;
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}
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// Give a haptic tick when lerp is visually complete
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if ( distanceToNockPosition < lerpCompleteDistance )
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{
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if ( !arrowLerpComplete )
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{
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arrowLerpComplete = true;
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hand.TriggerHapticPulse( 500 );
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}
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}
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else
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{
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if ( arrowLerpComplete )
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{
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arrowLerpComplete = false;
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}
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}
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// Allow nocking the arrow when controller is close enough
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if ( distanceToNockPosition < nockDistance )
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{
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if ( !inNockRange )
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{
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inNockRange = true;
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bow.ArrowInPosition();
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}
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}
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else
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{
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if ( inNockRange )
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{
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inNockRange = false;
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}
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}
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GrabTypes bestGrab = hand.GetBestGrabbingType(GrabTypes.Pinch, true);
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// If arrow is close enough to the nock position and we're pressing the trigger, and we're not nocked yet, Nock
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if ( ( distanceToNockPosition < nockDistance ) && bestGrab != GrabTypes.None && !nocked )
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{
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if ( currentArrow == null )
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{
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currentArrow = InstantiateArrow();
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}
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nocked = true;
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nockedWithType = bestGrab;
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bow.StartNock( this );
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hand.HoverLock( GetComponent<Interactable>() );
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allowTeleport.teleportAllowed = false;
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currentArrow.transform.parent = bow.nockTransform;
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Util.ResetTransform( currentArrow.transform );
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Util.ResetTransform( arrowNockTransform );
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}
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}
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// If arrow is nocked, and we release the trigger
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if ( nocked && hand.IsGrabbingWithType(nockedWithType) == false )
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{
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if ( bow.pulled ) // If bow is pulled back far enough, fire arrow, otherwise reset arrow in arrowhand
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{
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FireArrow();
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}
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else
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{
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arrowNockTransform.rotation = currentArrow.transform.rotation;
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currentArrow.transform.parent = arrowNockTransform;
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Util.ResetTransform( currentArrow.transform );
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nocked = false;
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nockedWithType = GrabTypes.None;
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bow.ReleaseNock();
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hand.HoverUnlock( GetComponent<Interactable>() );
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allowTeleport.teleportAllowed = true;
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}
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bow.StartRotationLerp(); // Arrow is releasing from the bow, tell the bow to lerp back to controller rotation
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}
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}
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//-------------------------------------------------
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private void OnDetachedFromHand( Hand hand )
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{
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Destroy( gameObject );
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}
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//-------------------------------------------------
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private void FireArrow()
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{
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currentArrow.transform.parent = null;
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Arrow arrow = currentArrow.GetComponent<Arrow>();
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arrow.StartRelease();
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arrow.shaftRB.isKinematic = false;
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arrow.shaftRB.useGravity = true;
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arrow.shaftRB.transform.GetComponent<BoxCollider>().enabled = true;
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arrow.arrowHeadRB.isKinematic = false;
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arrow.arrowHeadRB.useGravity = true;
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arrow.arrowHeadRB.transform.GetComponent<BoxCollider>().enabled = true;
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arrow.arrowHeadRB.AddForce( currentArrow.transform.forward * bow.GetArrowVelocity(), ForceMode.VelocityChange );
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arrow.arrowHeadRB.AddTorque( currentArrow.transform.forward * 10 );
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arrow.shaftRB.velocity = arrow.arrowHeadRB.velocity;
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arrow.shaftRB.angularVelocity = arrow.arrowHeadRB.angularVelocity;
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nocked = false;
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nockedWithType = GrabTypes.None;
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currentArrow.GetComponent<Arrow>().ArrowReleased( bow.GetArrowVelocity() );
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bow.ArrowReleased();
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allowArrowSpawn = false;
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Invoke( "EnableArrowSpawn", 0.5f );
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StartCoroutine( ArrowReleaseHaptics() );
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currentArrow = null;
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allowTeleport.teleportAllowed = true;
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}
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//-------------------------------------------------
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private void EnableArrowSpawn()
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{
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allowArrowSpawn = true;
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}
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//-------------------------------------------------
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private IEnumerator ArrowReleaseHaptics()
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{
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yield return new WaitForSeconds( 0.05f );
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hand.otherHand.TriggerHapticPulse( 1500 );
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yield return new WaitForSeconds( 0.05f );
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hand.otherHand.TriggerHapticPulse( 800 );
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yield return new WaitForSeconds( 0.05f );
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hand.otherHand.TriggerHapticPulse( 500 );
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yield return new WaitForSeconds( 0.05f );
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hand.otherHand.TriggerHapticPulse( 300 );
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}
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//-------------------------------------------------
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private void OnHandFocusLost( Hand hand )
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{
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gameObject.SetActive( false );
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}
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//-------------------------------------------------
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private void OnHandFocusAcquired( Hand hand )
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{
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gameObject.SetActive( true );
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}
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//-------------------------------------------------
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private void FindBow()
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{
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bow = hand.otherHand.GetComponentInChildren<Longbow>();
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}
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}
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}
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