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using Unity.Netcode;
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using Unity.VRTemplate;
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using UnityEngine;
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using XRMultiplayer;
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/// <summary>
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/// Represents a networked billboard that will always billboard towards the person who owns the object.
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/// </summary>
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[RequireComponent(typeof(TurnToFace))]
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public class NetworkBillboard : NetworkBehaviour
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{
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/// <summary>
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/// Billboard effect.
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/// </summary>
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TurnToFace m_TurnToFace;
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/// <inheritdoc/>
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private void Start()
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{
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m_TurnToFace = GetComponent<TurnToFace>();
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}
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/// <summary>
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/// Handles the change in the "isInteracting" state of the object.
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/// </summary>
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/// <param name="old">The previous value of the "isInteracting" state.</param>
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/// <param name="current">The current value of the "isInteracting" state.</param>
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public void IsHeldChanged(bool current)
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{
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if (current)
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{
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m_TurnToFace.enabled = true;
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if (XRINetworkGameManager.Instance.GetPlayerByID(NetworkObject.OwnerClientId, out XRINetworkPlayer player))
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{
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m_TurnToFace.faceTarget = player.head;
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}
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}
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}
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/// <summary>
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/// Called when the object is selected or deselected.
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/// </summary>
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/// <param name="selected">Indicates whether the object is selected or deselected.</param>
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public void Selected(bool selected)
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{
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if (!selected)
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{
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m_TurnToFace.enabled = false;
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}
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}
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}
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