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using UnityEngine;
using UnityEngine.AI;
public class PlayerBrain : CharacterBrain
{
public PlayerBrain(NavMeshAgent navMeshAgent) : base(navMeshAgent)
{
navMeshAgent.GetComponent<Renderer>().material.color = Color.green;
}
using UnityEngine.AI;
public abstract class CharacterBrain
{
protected NavMeshAgent navMeshAgent;
public CharacterBrain(NavMeshAgent navMeshAgent)
{
this.navMeshAgent = navMeshAgent;
navMeshAgent.SetDestination(navMeshAgent.transform.position);
using UnityEngine;
using UnityEngine.AI;
public class AIBrain : CharacterBrain
{
public AIBrain(NavMeshAgent navMeshAgent) : base(navMeshAgent)
{
navMeshAgent.GetComponent<Renderer>().material.color = Color.white;
}
using UnityEngine;
using UnityEngine.AI;
public class NavMeshClickController : MonoBehaviour
{
private void Update()
{
if (Input.GetButtonDown("Fire1"))
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditor.Experimental.Animations;
public class HierarchyRecorder : MonoBehaviour
{
// The clip the recording is going to be saved to.
public AnimationClip clip;
using UnityEngine;
public class AutoScaler : MonoBehaviour
{
[SerializeField]
private float defaultHeight = 1.8f;
[SerializeField]
private Camera camera;
private void Resize()
// New method
Debug.Log($"{character.gameObject.name} handling puck held by changed - held by={puckHeldBy?.gameObject?.name}");
// Old Method
Debug.Log(string.Format("{0} handling puck held by changed - held by={1}",
character.gameObject.name,
puckHeldBy == null ? "" : puckHeldBy.gameObject.name));
// Assign out any additional controllers only after both left and right have been assigned.
//if (leftIndex != OpenVR.k_unTrackedDeviceIndexInvalid && rightIndex != OpenVR.k_unTrackedDeviceIndexInvalid)
{
for (uint deviceIndex = 0; deviceIndex < connected.Length; deviceIndex++)
{
if (objectIndex >= objects.Length)
break;
if (!connected[deviceIndex])
continue;
using UnityEngine;
public class TriggerTester : MonoBehaviour
{
private SteamVR_TrackedObject trackedObject;
[SerializeField]
private bool trigger;
[SerializeField]
private bool trackpad;