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using System.Collections.Generic;
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namespace UnityEngine.XR.Content.Interaction
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{
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/// <summary>
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/// A generic Keychain component that holds the <see cref="Key"/>s to open a <see cref="Lock"/>.
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/// Attach a Keychain component to an Interactable and assign to it the same Keys of an <see cref="XRLockSocketInteractor"/>
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/// or an <see cref="XRLockGridSocketInteractor"/> to open (or interact with) them.
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/// </summary>
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[DisallowMultipleComponent]
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public class Keychain : MonoBehaviour, IKeychain
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{
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[SerializeField]
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[Tooltip("The keys on this keychain" +
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"Create new keys by selecting \"Assets/Create/XR/Key Lock System/Key\"")]
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List<Key> m_Keys;
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HashSet<int> m_KeysHashSet = new HashSet<int>();
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void Awake()
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{
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RepopulateHashSet();
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}
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void OnValidate()
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{
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// A key was added through the inspector while the game was running?
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if (Application.isPlaying && m_Keys.Count != m_KeysHashSet.Count)
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RepopulateHashSet();
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}
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void RepopulateHashSet()
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{
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m_KeysHashSet.Clear();
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foreach (var key in m_Keys)
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{
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if (key != null)
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m_KeysHashSet.Add(key.GetInstanceID());
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}
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}
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/// <summary>
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/// Adds the supplied key to this keychain
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/// </summary>
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/// <param name="key">The key to be added to the keychain</param>
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public void AddKey(Key key)
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{
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if (key == null || Contains(key))
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return;
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m_Keys.Add(key);
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m_KeysHashSet.Add(key.GetInstanceID());
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}
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/// <summary>
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/// Adds the supplied key from this keychain
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/// </summary>
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/// <param name="key">The key to be removed from the keychain</param>
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public void RemoveKey(Key key)
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{
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m_Keys.Remove(key);
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if (key != null)
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m_KeysHashSet.Remove(key.GetInstanceID());
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}
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/// <inheritdoc />
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public bool Contains(Key key)
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{
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return key != null && m_KeysHashSet.Contains(key.GetInstanceID());
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}
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}
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}
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