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old-profesor-atom/Profesor Atom/Library/metadata/f2/f2f2850d002f14a47bff32fdf73df53e

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2017-05-17 12:25:25 +03:00
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<00> <00><00>.<00>y<00>< <00><00>.<00><00><00>CH<00>T<00><><EFBFBD><EFBFBD><10>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD> @<00><00><00>!Q<00>j<00>"H<00>`<00><><EFBFBD><EFBFBD>#<10>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>$@<00><00><00>%Q<00>j<00>&H<00>l<00><><EFBFBD><EFBFBD>'<10>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>(@<00><00><00>)Q<00>j<00>*L<00>{+PPtr<EditorExtension>m_FileIDm_PathIDm_DefaultReferencesm_Iconm_ExecutionOrderm_ClassNamem_Namespacem_AssemblyNamem_IsEditorScript<00><00>@<00>y<EFBFBD><00><00><00><>^\a<><61>M<EFBFBD>Q<EFBFBD>| <09>e.//X<><00>AJ<41><4A>#<23><EFBFBD>_<EFBFBD>AAssets/SteamVR/InteractionSystem/Longbow/Scripts/ArcheryTarget.cs<00><>* ArcheryTarget*//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Target that sends events when hit by an arrow
//
//=============================================================================
using UnityEngine;
using UnityEngine.Events;
using System.Collections;
namespace Valve.VR.InteractionSystem
{
//-------------------------------------------------------------------------
public class ArcheryTarget : MonoBehaviour
{
public UnityEvent onTakeDamage;
public bool onceOnly = false;
public Transform targetCenter;
public Transform baseTransform;
public Transform fallenDownTransform;
public float fallTime = 0.5f;
const float targetRadius = 0.25f;
private bool targetEnabled = true;
//-------------------------------------------------
private void ApplyDamage()
{
OnDamageTaken();
}
//-------------------------------------------------
private void FireExposure()
{
OnDamageTaken();
}
//-------------------------------------------------
private void OnDamageTaken()
{
if ( targetEnabled )
{
onTakeDamage.Invoke();
StartCoroutine( this.FallDown() );
if ( onceOnly )
{
targetEnabled = false;
}
}
}
//-------------------------------------------------
private IEnumerator FallDown()
{
if ( baseTransform )
{
Quaternion startingRot = baseTransform.rotation;
float startTime = Time.time;
float rotLerp = 0f;
while ( rotLerp < 1 )
{
rotLerp = Util.RemapNumberClamped( Time.time, startTime, startTime + fallTime, 0f, 1f );
baseTransform.rotation = Quaternion.Lerp( startingRot, fallenDownTransform.rotation, rotLerp );
yield return null;
}
}
yield return null;
}
}
}
<00><>* ArcheryTargetValve.VR.InteractionSystemAssembly-CSharp.dll