t1 / TFDContents / Assets / KinectScripts / Cubeman / CubemanController.cs @ 3
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using UnityEngine; |
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//using Windows.Kinect; |
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using System; |
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using System.Collections; |
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public class CubemanController : MonoBehaviour |
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{
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[Tooltip("Index of the player, tracked by this component. 0 means the 1st player, 1 - the 2nd one, 2 - the 3rd one, etc.")]
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public int playerIndex = 0; |
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[Tooltip("Whether the cubeman is allowed to move vertically or not.")]
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public bool verticalMovement = true; |
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[Tooltip("Whether the cubeman is facing the player or not.")]
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public bool mirroredMovement = false; |
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[Tooltip("Rate at which the cubeman will move through the scene.")]
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public float moveRate = 1f; |
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//public GameObject debugText; |
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public GameObject Hip_Center; |
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public GameObject Spine; |
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public GameObject Neck; |
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public GameObject Head; |
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public GameObject Shoulder_Left; |
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public GameObject Elbow_Left; |
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public GameObject Wrist_Left; |
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public GameObject Hand_Left; |
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public GameObject Shoulder_Right; |
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public GameObject Elbow_Right; |
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public GameObject Wrist_Right; |
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public GameObject Hand_Right; |
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public GameObject Hip_Left; |
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public GameObject Knee_Left; |
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public GameObject Ankle_Left; |
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public GameObject Foot_Left; |
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public GameObject Hip_Right; |
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public GameObject Knee_Right; |
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public GameObject Ankle_Right; |
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public GameObject Foot_Right; |
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public GameObject Spine_Shoulder; |
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public GameObject Hand_Tip_Left; |
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public GameObject Thumb_Left; |
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public GameObject Hand_Tip_Right; |
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public GameObject Thumb_Right; |
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public LineRenderer skeletonLine; |
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public LineRenderer debugLine; |
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private GameObject[] bones; |
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private LineRenderer[] lines; |
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private LineRenderer lineTLeft; |
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private LineRenderer lineTRight; |
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private LineRenderer lineFLeft; |
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private LineRenderer lineFRight; |
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private Vector3 initialPosition; |
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private Quaternion initialRotation; |
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private Vector3 initialPosOffset = Vector3.zero; |
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private Int64 initialPosUserID = 0; |
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void Start () |
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{
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//store bones in a list for easier access |
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bones = new GameObject[] {
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Hip_Center, |
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Spine, |
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Neck, |
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Head, |
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Shoulder_Left, |
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Elbow_Left, |
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Wrist_Left, |
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Hand_Left, |
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Shoulder_Right, |
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Elbow_Right, |
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Wrist_Right, |
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Hand_Right, |
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Hip_Left, |
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Knee_Left, |
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Ankle_Left, |
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Foot_Left, |
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Hip_Right, |
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Knee_Right, |
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Ankle_Right, |
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Foot_Right, |
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Spine_Shoulder, |
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Hand_Tip_Left, |
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Thumb_Left, |
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Hand_Tip_Right, |
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Thumb_Right |
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}; |
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// array holding the skeleton lines |
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lines = new LineRenderer[bones.Length]; |
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// if(skeletonLine) |
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// {
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// for(int i = 0; i < lines.Length; i++) |
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// {
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// Debug.Log ("Line: " + i + " instantiate started.");
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// |
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// if((i == 22 || i == 24) && debugLine) |
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// lines[i] = Instantiate(debugLine) as LineRenderer; |
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// else |
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// lines[i] = Instantiate(skeletonLine) as LineRenderer; |
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// |
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// lines[i].transform.parent = transform; |
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// } |
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// } |
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initialPosition = transform.position; |
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initialRotation = transform.rotation; |
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//transform.rotation = Quaternion.identity; |
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} |
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void Update () |
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{
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KinectManager manager = KinectManager.Instance; |
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// get 1st player |
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Int64 userID = manager ? manager.GetUserIdByIndex(playerIndex) : 0; |
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if(userID <= 0) |
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{
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initialPosUserID = 0; |
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initialPosOffset = Vector3.zero; |
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// reset the pointman position and rotation |
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if(transform.position != initialPosition) |
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{
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transform.position = initialPosition; |
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} |
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if(transform.rotation != initialRotation) |
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{
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transform.rotation = initialRotation; |
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} |
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for(int i = 0; i < bones.Length; i++) |
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{
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bones[i].gameObject.SetActive(true); |
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bones[i].transform.localPosition = Vector3.zero; |
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bones[i].transform.localRotation = Quaternion.identity; |
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if(lines[i] != null) |
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{
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lines[i].gameObject.SetActive(false); |
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} |
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} |
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return; |
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} |
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// set the position in space |
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Vector3 posPointMan = manager.GetUserPosition(userID); |
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Vector3 posPointManMP = new Vector3(posPointMan.x, posPointMan.y, !mirroredMovement ? -posPointMan.z : posPointMan.z); |
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// store the initial position |
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if(initialPosUserID != userID) |
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{
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initialPosUserID = userID; |
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//initialPosOffset = transform.position - (verticalMovement ? posPointMan * moveRate : new Vector3(posPointMan.x, 0, posPointMan.z) * moveRate); |
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initialPosOffset = posPointMan; |
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} |
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Vector3 relPosUser = (posPointMan - initialPosOffset); |
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relPosUser.z =!mirroredMovement ? -relPosUser.z : relPosUser.z; |
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transform.position = initialPosOffset + |
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(verticalMovement ? relPosUser * moveRate : new Vector3(relPosUser.x, 0, relPosUser.z) * moveRate); |
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// update the local positions of the bones |
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for(int i = 0; i < bones.Length; i++) |
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{
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if(bones[i] != null) |
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{
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int joint = !mirroredMovement ? i : (int)KinectInterop.GetMirrorJoint((KinectInterop.JointType)i); |
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if(joint < 0) |
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continue; |
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if(manager.IsJointTracked(userID, joint)) |
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{
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bones[i].gameObject.SetActive(true); |
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Vector3 posJoint = manager.GetJointPosition(userID, joint); |
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posJoint.z = !mirroredMovement ? -posJoint.z : posJoint.z; |
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Quaternion rotJoint = manager.GetJointOrientation(userID, joint, !mirroredMovement); |
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rotJoint = initialRotation * rotJoint; |
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posJoint -= posPointManMP; |
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if(mirroredMovement) |
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{
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posJoint.x = -posJoint.x; |
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posJoint.z = -posJoint.z; |
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} |
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bones[i].transform.localPosition = posJoint; |
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bones[i].transform.rotation = rotJoint; |
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if(lines[i] == null && skeletonLine != null) |
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{
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lines[i] = Instantiate((i == 22 || i == 24) && debugLine ? debugLine : skeletonLine) as LineRenderer; |
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lines[i].transform.parent = transform; |
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} |
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if(lines[i] != null) |
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{
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lines[i].gameObject.SetActive(true); |
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Vector3 posJoint2 = bones[i].transform.position; |
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Vector3 dirFromParent = manager.GetJointDirection(userID, joint, false, false); |
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dirFromParent.z = !mirroredMovement ? -dirFromParent.z : dirFromParent.z; |
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Vector3 posParent = posJoint2 - dirFromParent; |
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//lines[i].SetVertexCount(2); |
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lines[i].SetPosition(0, posParent); |
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lines[i].SetPosition(1, posJoint2); |
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} |
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} |
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else |
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{
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bones[i].gameObject.SetActive(false); |
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if(lines[i] != null) |
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{
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lines[i].gameObject.SetActive(false); |
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} |
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} |
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} |
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} |
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} |
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} |