added scoring system for the bow game
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@@ -202,7 +202,10 @@ namespace UnityEngine.XR.Content.Interaction
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foreach (var pressInfo in m_HoveringInteractors.Values)
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{
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var interactorTransform = pressInfo.m_Interactor.GetAttachTransform(this);
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var localOffset = transform.InverseTransformVector(interactorTransform.position - m_BaseButtonPosition);
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var localButtonWorldPos = m_Button.parent.TransformPoint(m_BaseButtonPosition);
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var localOffset = transform.InverseTransformVector(interactorTransform.position - localButtonWorldPos);
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var withinButtonRegion = (Mathf.Abs(localOffset.x) < m_ButtonSize && Mathf.Abs(localOffset.z) < m_ButtonSize);
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if (withinButtonRegion)
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@@ -217,7 +220,7 @@ namespace UnityEngine.XR.Content.Interaction
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}
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pressInfo.m_InPressRegion = withinButtonRegion;
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//Debug.Log("Button was pressed by: " + pressInfo.m_Interactor);
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Debug.Log("Button was pressed by: " + pressInfo.m_Interactor);
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XROrigin player = pressInfo.m_Interactor.transform.parent.parent.GetComponent<XROrigin>(); // Gets XROrigin player component
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passangerSeat.activateButtonPush(player, this);
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}
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@@ -26,8 +26,8 @@ public class PassangerSeat : LocomotionProvider
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if (player == null || currentPassanger != null) return;
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TutorialController cameraChild = player.GetComponentInChildren<TutorialController>();
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TunnelingVignetteController vignetteController = player.GetComponentInChildren<TunnelingVignetteController>();
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LocomotionVignetteProvider vignetteProvider = player.GetComponentInChildren<LocomotionVignetteProvider>();
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//TunnelingVignetteController vignetteController = player.GetComponentInChildren<TunnelingVignetteController>();
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//LocomotionVignetteProvider vignetteProvider = player.GetComponentInChildren<LocomotionVignetteProvider>();
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if (cameraChild == null) return;
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Transform cameraTransform = cameraChild.transform.parent.transform;
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