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Unity SteamVR Scaleable script

Jul 24th, 2020
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  1.  
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using UnityEngine;
  6. using Valve.VR;
  7. using Valve.VR.InteractionSystem;
  8.  
  9. public class Scaleable : MonoBehaviour
  10. {
  11.     private GameObject middleMan;
  12.     private bool stoppingResize;
  13.     private SteamVR_Action_Boolean grabBoolean = SteamVR_Input.GetAction<SteamVR_Action_Boolean>("GrabGrip");
  14.     public SteamVR_Skeleton_JointIndexEnum fingerJointHover = SteamVR_Skeleton_JointIndexEnum.indexTip;
  15.     protected MeshRenderer[] highlightRenderers;
  16.     protected MeshRenderer[] existingRenderers;
  17.     protected GameObject highlightHolder;
  18.     protected SkinnedMeshRenderer[] highlightSkinnedRenderers;
  19.     protected SkinnedMeshRenderer[] existingSkinnedRenderers;
  20.     protected static Material highlightMat;
  21.     [Tooltip("An array of child gameObjects to not render a highlight for. Things like transparent parts, vfx, etc.")]
  22.     public GameObject[] hideHighlight;
  23.     private bool isResizing;
  24.     public SteamVR_Action_Boolean rightGrab;
  25.     public Hand rightHand;
  26.     private bool rightGrabbing;
  27.     private Collider[] rightOverlappingColliders;
  28.     public LayerMask rightHoverLayerMask = -1;
  29.     public SteamVR_Action_Boolean leftGrab;
  30.     public Hand leftHand;
  31.  
  32.     private bool hovering;
  33.     private bool wasHovering;
  34.  
  35.     private bool leftGrabbing;
  36.     private Collider[] leftOverlappingColliders;
  37.     public LayerMask leftHoverLayerMask = -1;
  38.     public int hoverPriority;
  39.     private int prevOverlappingColliders = 0;
  40.     private bool attachedToHand;
  41.     private float initialDistance;
  42.     private Vector3 initialScale;
  43.     private Quaternion initialRot;
  44.     private Vector3 offsetPos;
  45.     private Hand currentMain;
  46.     private List<MeshRenderer> flashingRenderers = new List<MeshRenderer>();
  47.     public Color hintColor;
  48.     public GameObject grabHintPrefab;
  49.     private GameObject rightTextHint;
  50.     private GameObject leftTextHint;
  51.  
  52.     void OnEnable()
  53.     {
  54.         rightGrab.AddOnChangeListener(SetRightGrab, rightHand.handType);
  55.         leftGrab.AddOnChangeListener(SetLeftGrab, leftHand.handType);
  56.     }
  57.     void Start()
  58.     {
  59.         highlightMat = (Material)Resources.Load("SteamVR_HoverHighlight", typeof(Material));
  60.  
  61.         if (highlightMat == null)
  62.         {
  63.             Debug.LogError("<b>[SteamVR Interaction]</b> Hover Highlight Material is missing. Please create a material named 'SteamVR_HoverHighlight' and place it in a Resources folder", this);
  64.         }
  65.         if (rightHand.gameObject.layer == 0)
  66.             Debug.LogWarning("<b>[SteamVR Interaction]</b> Hand is on default layer. This puts unnecessary strain on hover checks as it is always true for hand colliders (which are then ignored).", this);
  67.         else
  68.             rightHoverLayerMask &= ~(1 << rightHand.gameObject.layer); //ignore self for hovering
  69.  
  70.         if (leftHand.gameObject.layer == 0)
  71.             Debug.LogWarning("<b>[SteamVR Interaction]</b> Hand is on default layer. This puts unnecessary strain on hover checks as it is always true for hand colliders (which are then ignored).", this);
  72.         else
  73.             leftHoverLayerMask &= ~(1 << leftHand.gameObject.layer); //ignore self for hovering
  74.  
  75.         // allocate array for colliders
  76.         rightOverlappingColliders = new Collider[32];
  77.         leftOverlappingColliders = new Collider[32];
  78.         foreach (Hand hand in Player.instance.hands)
  79.         {
  80.             hand.HideController();
  81.         }
  82.     }
  83.  
  84.     void SetRightGrab(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource, bool newState)
  85.     {
  86.         float scaledHoverRadius = 0.075f * Mathf.Abs(SteamVR_Utils.GetLossyScale(rightHand.transform));
  87.         float closestDistance = float.MaxValue;
  88.         Scaleable closestInteractable = null;
  89.         if (rightHand.mainRenderModel != null)
  90.             CheckHoveringForTransform(rightHand, rightOverlappingColliders, rightHand.mainRenderModel.GetBonePosition((int)rightHand.fingerJointHover), ref closestDistance, ref closestInteractable, Color.blue);
  91.  
  92.         if (this.Equals(closestInteractable))
  93.         {
  94.             if (newState)
  95.             {
  96.                 wasHovering = hovering;
  97.                 hovering = false;
  98.                 GrabHintOff(rightHand);
  99.             }
  100.             else
  101.             {
  102.                 wasHovering = hovering;
  103.                 hovering = true;
  104.                 if (isResizing)
  105.                 {
  106.                     stoppingResize = true;
  107.                     isResizing = false;
  108.                     EndScale(rightHand, leftGrabbing);
  109.                 }
  110.             }
  111.             rightGrabbing = newState;
  112.             SetResizing(rightHand);
  113.             SetPickup(newState, rightHand);
  114.         }
  115.     }
  116.     void SetLeftGrab(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource, bool newState)
  117.     {
  118.         float scaledHoverRadius = 0.075f * Mathf.Abs(SteamVR_Utils.GetLossyScale(leftHand.transform));
  119.         float closestDistance = float.MaxValue;
  120.         Scaleable closestInteractable = null;
  121.         if (leftHand.mainRenderModel != null)
  122.             CheckHoveringForTransform(leftHand, leftOverlappingColliders, leftHand.mainRenderModel.GetBonePosition((int)leftHand.fingerJointHover), ref closestDistance, ref closestInteractable, Color.blue);
  123.  
  124.         if (this.Equals(closestInteractable))
  125.         {
  126.             if (newState)
  127.             {
  128.                 wasHovering = hovering;
  129.                 hovering = false;
  130.                 GrabHintOff(leftHand);
  131.             }
  132.             else
  133.             {
  134.                 wasHovering = hovering;
  135.                 hovering = true;
  136.  
  137.                 if (isResizing)
  138.                 {
  139.                     stoppingResize = true;
  140.                     isResizing = false;
  141.                     EndScale(leftHand, rightGrabbing);
  142.                 }
  143.             }
  144.             leftGrabbing = newState;
  145.             SetResizing(leftHand);
  146.             SetPickup(newState, leftHand);
  147.         }
  148.     }
  149.     void EndScale(Hand hand, bool grabbing)
  150.     {
  151.         transform.SetParent(null);
  152.         if (grabbing)
  153.         {
  154.             transform.SetParent(hand.otherHand.transform);
  155.         }
  156.     }
  157.  
  158.  
  159.     // Update is called once per frame
  160.     void Update()
  161.     {
  162.         float rightClosestDistance = float.MaxValue;
  163.         Scaleable rightClosestInteractable = null;
  164.         if (rightHand.mainRenderModel != null)
  165.             CheckHoveringForTransform(rightHand, rightOverlappingColliders, rightHand.mainRenderModel.GetBonePosition((int)rightHand.fingerJointHover), ref rightClosestDistance, ref rightClosestInteractable, Color.blue);
  166.         float leftClosestDistance = float.MaxValue;
  167.         Scaleable leftClosestInteractable = null;
  168.         if (leftHand.mainRenderModel != null)
  169.             CheckHoveringForTransform(leftHand, leftOverlappingColliders, leftHand.mainRenderModel.GetBonePosition((int)leftHand.fingerJointHover), ref leftClosestDistance, ref leftClosestInteractable, Color.blue);
  170.         if (this.Equals(leftClosestInteractable) || this.Equals(rightClosestInteractable))
  171.         {
  172.             if (this.Equals(leftClosestInteractable))
  173.             {
  174.                 if (transform.parent == null)
  175.                 {
  176.                     GrabHintOn(leftHand, "Grab");
  177.                 }
  178.                 else if (transform.parent.Equals(rightHand.transform))
  179.                 {
  180.                     GrabHintOn(leftHand, "Scale");
  181.                 }
  182.             }
  183.             else
  184.             {
  185.  
  186.                 GrabHintOff(leftHand);
  187.             }
  188.             if (this.Equals(rightClosestInteractable))
  189.             {
  190.                 if (transform.parent == null)
  191.                 {
  192.                     GrabHintOn(rightHand, "Grab");
  193.                 }
  194.                 else if (transform.parent.Equals(leftHand.transform))
  195.                 {
  196.                     GrabHintOn(rightHand, "Scale");
  197.                 }
  198.             }
  199.             else
  200.             {
  201.  
  202.                 GrabHintOff(rightHand);
  203.             }
  204.             wasHovering = hovering;
  205.             hovering = true;
  206.  
  207.         }
  208.         else
  209.         {
  210.             wasHovering = hovering;
  211.             hovering = false;
  212.             GrabHintOff(rightHand);
  213.             GrabHintOff(leftHand);
  214.         }
  215.         if (hovering && !wasHovering)
  216.         {
  217.             CreateHighlightRenderers();
  218.         }
  219.         else if (!hovering || !wasHovering)
  220.         {
  221.             UnHighlight();
  222.         }
  223.         UpdateHighlightRenderers();
  224.  
  225.  
  226.         if (isResizing)
  227.         {
  228.             SetScale();
  229.         }
  230.         foreach (MeshRenderer r in flashingRenderers)
  231.         {
  232.             r.material.SetColor("_EmissionColor", Color.Lerp(Color.black, hintColor, Util.RemapNumberClamped(Mathf.Cos((Time.realtimeSinceStartup) * Mathf.PI * 2.0f), -1.0f, 1.0f, 0.0f, 1.0f)));
  233.             r.material.SetFloat("_EmissionScaleUI", Mathf.Lerp(0.0f, 10.0f, Util.RemapNumberClamped(Mathf.Cos((Time.realtimeSinceStartup) * Mathf.PI * 2.0f), -1.0f, 1.0f, 0.0f, 1.0f)));
  234.         }
  235.         if (rightTextHint != null)
  236.         {
  237.             rightTextHint.transform.LookAt(Camera.main.transform);
  238.         }
  239.         if (leftTextHint != null)
  240.         {
  241.             leftTextHint.transform.LookAt(Camera.main.transform);
  242.         }
  243.     }
  244.  
  245.     private void GrabHintOn(Hand hand, string text)
  246.     {
  247.         hand.ShowController();
  248.         hand.HideSkeleton();
  249.         // hand.GetComponent<HandPhysics>().enabled = false;
  250.         SteamVR_RenderModel model = hand.GetComponentInChildren<SteamVR_RenderModel>();
  251.         if (model != null)
  252.         {
  253.             string gripName = grabBoolean.GetRenderModelComponentName(hand.handType);
  254.             Dictionary<string, Transform> componentTransformMap = new Dictionary<string, Transform>();
  255.             for (int childIndex = 0; childIndex < model.transform.childCount; childIndex++)
  256.             {
  257.                 Transform child = model.transform.GetChild(childIndex);
  258.  
  259.                 if (!componentTransformMap.ContainsKey(child.name))
  260.                 {
  261.                     componentTransformMap.Add(child.name, child);
  262.                 }
  263.  
  264.             }
  265.             Transform buttonTransform = componentTransformMap[gripName];
  266.             if (hand.Equals(rightHand))
  267.             {
  268.                 if (rightTextHint == null)
  269.                 {
  270.                     rightTextHint = GameObject.Instantiate(grabHintPrefab, buttonTransform.position, buttonTransform.rotation);
  271.                     rightTextHint.transform.SetParent(buttonTransform);
  272.                     rightTextHint.transform.localPosition += new Vector3(-0.05349f, 0.01587f, -0.16261f);
  273.                 }
  274.                 rightTextHint.GetComponent<HintText>().text.text = text;
  275.             }
  276.             else
  277.             {
  278.                 if (leftTextHint == null)
  279.                 {
  280.                     leftTextHint = GameObject.Instantiate(grabHintPrefab, buttonTransform.position, buttonTransform.rotation);
  281.                     leftTextHint.transform.SetParent(buttonTransform);
  282.                     leftTextHint.transform.localPosition += new Vector3(0.05349f, -0.01587f, -0.16261f);
  283.                 }
  284.                 leftTextHint.GetComponent<HintText>().text.text = text;
  285.             }
  286.  
  287.             foreach (MeshRenderer r in buttonTransform.GetComponentsInChildren<MeshRenderer>())
  288.             {
  289.                 if (!flashingRenderers.Contains(r))
  290.                     flashingRenderers.Add(r);
  291.                 r.material.EnableKeyword("_EMISSION");
  292.             }
  293.         }
  294.  
  295.  
  296.     }
  297.  
  298.     private void GrabHintOff(Hand hand)
  299.     {
  300.         if (flashingRenderers.Count > 0)
  301.         {
  302.             SteamVR_RenderModel model = hand.GetComponentInChildren<SteamVR_RenderModel>();
  303.             if (model != null)
  304.             {
  305.                 string gripName = grabBoolean.GetRenderModelComponentName(hand.handType);
  306.                 Debug.Log($"gripName: {gripName}");
  307.                 Dictionary<string, Transform> componentTransformMap = new Dictionary<string, Transform>();
  308.                 for (int childIndex = 0; childIndex < model.transform.childCount; childIndex++)
  309.                 {
  310.                     Transform child = model.transform.GetChild(childIndex);
  311.  
  312.                     if (!componentTransformMap.ContainsKey(child.name))
  313.                     {
  314.                         componentTransformMap.Add(child.name, child);
  315.                     }
  316.  
  317.                 }
  318.                 Transform buttonTransform = componentTransformMap[gripName];
  319.                 foreach (MeshRenderer r in buttonTransform.GetComponentsInChildren<MeshRenderer>())
  320.                 {
  321.                     flashingRenderers.Remove(r);
  322.                     r.material.DisableKeyword("_EMISSION");
  323.                 }
  324.             }
  325.             if (hand.Equals(rightHand) && rightTextHint != null)
  326.             {
  327.                 Destroy(rightTextHint);
  328.             }
  329.             else if (hand.Equals(leftHand) && leftTextHint != null)
  330.             {
  331.                 Destroy(leftTextHint);
  332.             }
  333.  
  334.         }
  335.         if (flashingRenderers.Count == 0)
  336.         {
  337.             hand.HideController();
  338.             hand.ShowSkeleton();
  339.             // hand.GetComponent<HandPhysics>().enabled = true;
  340.         }
  341.     }
  342.  
  343.     private void UnHighlight()
  344.     {
  345.         Destroy(highlightHolder);
  346.         GrabHintOff(rightHand);
  347.         GrabHintOff(leftHand);
  348.     }
  349.  
  350.     void SetResizing(Hand mainHand)
  351.     {
  352.         if (leftGrabbing && rightGrabbing)
  353.         {
  354.             isResizing = true;
  355.             attachedToHand = true;
  356.             Debug.Log($"attached to {mainHand.handType}");
  357.             UnHighlight();
  358.             initialDistance = Vector3.Distance(mainHand.transform.position, mainHand.otherHand.transform.position);
  359.             middleMan = new GameObject();
  360.             Transform midpoint = middleMan.transform;
  361.             midpoint.position = (mainHand.otherHand.transform.position + mainHand.transform.position) / 2;
  362.             midpoint.rotation = FindRot(mainHand.transform, mainHand.otherHand.transform);
  363.             currentMain = mainHand;
  364.             transform.SetParent(midpoint);
  365.             midpoint.SetParent(null);
  366.             offsetPos = transform.localPosition;
  367.         }
  368.     }
  369.     void SetScale()
  370.     {
  371.         Vector3 mainPos = currentMain.transform.position;
  372.         Vector3 otherPos = currentMain.otherHand.transform.position;
  373.         float scale = Vector3.Distance(mainPos, otherPos) / initialDistance;
  374.         middleMan.transform.localScale = new Vector3(scale, scale, scale);
  375.         middleMan.transform.rotation = FindRot(currentMain.transform, currentMain.otherHand.transform);
  376.         middleMan.transform.position = (mainPos + otherPos) / 2;
  377.     }
  378.     public void ScaleAround(GameObject target, Vector3 pivot, Vector3 newScale)
  379.     {
  380.         Vector3 A = target.transform.localPosition;
  381.         Vector3 B = pivot;
  382.  
  383.         Vector3 C = A - B; // diff from object pivot to desired pivot/origin
  384.  
  385.         float RS = newScale.x / target.transform.localScale.x; // relataive scale factor
  386.  
  387.         // calc final position post-scale
  388.         Vector3 FP = B + C * RS;
  389.  
  390.         // finally, actually perform the scale/translation
  391.         target.transform.localScale = newScale;
  392.         target.transform.localPosition = FP;
  393.     }
  394.     //find rotation between two points to add to initialrot
  395.     private Quaternion FindRot(Transform t1, Transform t2)
  396.     {
  397.         Quaternion rot1 = t1.rotation;
  398.         Quaternion rot2 = t2.rotation;
  399.         Vector3 pos1 = t1.position;
  400.         Vector3 pos2 = t2.position;
  401.         Vector3 axis1to2 = (pos2 - pos1);
  402.         Vector3 up1 = t1.up;
  403.         Vector3 up2 = t2.up;
  404.         Vector3 averageUp = (up1 + up2) / 2;
  405.         Vector3 forward = Vector3.Cross(averageUp, axis1to2);
  406.         Vector3 finalUp = Vector3.Cross(forward, axis1to2);
  407.         Quaternion rot = Quaternion.LookRotation(forward, finalUp);
  408.  
  409.         return rot;
  410.     }
  411.     void SetPickup(bool newState, Hand hand)
  412.     {
  413.         if (isResizing || stoppingResize)
  414.         {
  415.             if (stoppingResize)
  416.                 stoppingResize = false;
  417.             return;
  418.         }
  419.         else if (newState)
  420.         {
  421.             transform.SetParent(hand.transform);
  422.             attachedToHand = true;
  423.             UnHighlight();
  424.             return;
  425.         }
  426.         else
  427.         {
  428.             transform.SetParent(null);
  429.             attachedToHand = false;
  430.  
  431.             UnHighlight();
  432.             CreateHighlightRenderers();
  433.             return;
  434.         }
  435.     }
  436.     protected virtual bool CheckHoveringForTransform(Hand hand, Collider[] overlappingColliders, Vector3 hoverPosition, ref float closestDistance, ref Scaleable closestInteractable, Color debugColor)
  437.     {
  438.         bool foundCloser = false;
  439.  
  440.         // null out old vals
  441.         for (int i = 0; i < overlappingColliders.Length; ++i)
  442.         {
  443.             overlappingColliders[i] = null;
  444.         }
  445.  
  446.         int numColliding = Physics.OverlapSphereNonAlloc(hoverPosition, hand.controllerHoverRadius, overlappingColliders, hand.hoverLayerMask.value);
  447.  
  448.         if (numColliding >= 32)
  449.             Debug.LogWarning("<b>[SteamVR Interaction]</b> This hand is overlapping the max number of colliders: " + 32 + ". Some collisions may be missed. Increase 32 on Hand.cs");
  450.  
  451.         // DebugVar
  452.         int iActualColliderCount = 0;
  453.  
  454.         // Pick the closest hovering
  455.         for (int colliderIndex = 0; colliderIndex < overlappingColliders.Length; colliderIndex++)
  456.         {
  457.             Collider collider = overlappingColliders[colliderIndex];
  458.             if (collider == null)
  459.                 continue;
  460.  
  461.             Scaleable contacting = collider.GetComponentInParent<Scaleable>();
  462.  
  463.             // Yeah, it's null, skip
  464.             if (contacting == null)
  465.                 continue;
  466.  
  467.             // Ignore this collider for hovering
  468.             IgnoreHovering ignore = collider.GetComponent<IgnoreHovering>();
  469.             if (ignore != null)
  470.             {
  471.                 if (ignore.onlyIgnoreHand == null || ignore.onlyIgnoreHand == hand)
  472.                 {
  473.                     continue;
  474.                 }
  475.             }
  476.  
  477.             // Can't hover over the object if it's attached
  478.             bool hoveringOverAttached = false;
  479.             for (int attachedIndex = 0; attachedIndex < hand.AttachedObjects.Count; attachedIndex++)
  480.             {
  481.                 if (hand.AttachedObjects[attachedIndex].attachedObject == contacting.gameObject)
  482.                 {
  483.                     hoveringOverAttached = true;
  484.                     break;
  485.                 }
  486.             }
  487.  
  488.             if (hoveringOverAttached)
  489.                 continue;
  490.  
  491.             // Best candidate so far...
  492.             float distance = Vector3.Distance(contacting.transform.position, hoverPosition);
  493.             //float distance = Vector3.Distance(collider.bounds.center, hoverPosition);
  494.             bool lowerPriority = false;
  495.             if (closestInteractable != null)
  496.             { // compare to closest interactable to check priority
  497.                 lowerPriority = contacting.hoverPriority < closestInteractable.hoverPriority;
  498.             }
  499.             bool isCloser = (distance < closestDistance);
  500.             if (isCloser && !lowerPriority)
  501.             {
  502.                 closestDistance = distance;
  503.                 closestInteractable = contacting;
  504.                 foundCloser = true;
  505.             }
  506.             iActualColliderCount++;
  507.         }
  508.  
  509.  
  510.         if (iActualColliderCount > 0 && iActualColliderCount != prevOverlappingColliders)
  511.         {
  512.             prevOverlappingColliders = iActualColliderCount;
  513.         }
  514.  
  515.         return foundCloser;
  516.     }
  517.     protected virtual void CreateHighlightRenderers()
  518.     {
  519.         existingSkinnedRenderers = this.GetComponentsInChildren<SkinnedMeshRenderer>(true);
  520.         if (highlightHolder == null)
  521.             highlightHolder = new GameObject("Highlighter");
  522.         highlightSkinnedRenderers = new SkinnedMeshRenderer[existingSkinnedRenderers.Length];
  523.  
  524.         for (int skinnedIndex = 0; skinnedIndex < existingSkinnedRenderers.Length; skinnedIndex++)
  525.         {
  526.             SkinnedMeshRenderer existingSkinned = existingSkinnedRenderers[skinnedIndex];
  527.  
  528.             if (ShouldIgnoreHighlight(existingSkinned))
  529.                 continue;
  530.  
  531.             GameObject newSkinnedHolder = new GameObject("SkinnedHolder");
  532.             newSkinnedHolder.transform.parent = highlightHolder.transform;
  533.             SkinnedMeshRenderer newSkinned = newSkinnedHolder.AddComponent<SkinnedMeshRenderer>();
  534.             Material[] materials = new Material[existingSkinned.sharedMaterials.Length];
  535.             for (int materialIndex = 0; materialIndex < materials.Length; materialIndex++)
  536.             {
  537.                 materials[materialIndex] = highlightMat;
  538.             }
  539.  
  540.             newSkinned.sharedMaterials = materials;
  541.             newSkinned.sharedMesh = existingSkinned.sharedMesh;
  542.             newSkinned.rootBone = existingSkinned.rootBone;
  543.             newSkinned.updateWhenOffscreen = existingSkinned.updateWhenOffscreen;
  544.             newSkinned.bones = existingSkinned.bones;
  545.  
  546.             highlightSkinnedRenderers[skinnedIndex] = newSkinned;
  547.         }
  548.  
  549.         MeshFilter[] existingFilters = this.GetComponentsInChildren<MeshFilter>(true);
  550.         existingRenderers = new MeshRenderer[existingFilters.Length];
  551.         highlightRenderers = new MeshRenderer[existingFilters.Length];
  552.  
  553.         for (int filterIndex = 0; filterIndex < existingFilters.Length; filterIndex++)
  554.         {
  555.             MeshFilter existingFilter = existingFilters[filterIndex];
  556.             MeshRenderer existingRenderer = existingFilter.GetComponent<MeshRenderer>();
  557.  
  558.             if (existingFilter == null || existingRenderer == null || ShouldIgnoreHighlight(existingFilter))
  559.                 continue;
  560.  
  561.             GameObject newFilterHolder = new GameObject("FilterHolder");
  562.             newFilterHolder.transform.parent = highlightHolder.transform;
  563.             MeshFilter newFilter = newFilterHolder.AddComponent<MeshFilter>();
  564.             newFilter.sharedMesh = existingFilter.sharedMesh;
  565.             MeshRenderer newRenderer = newFilterHolder.AddComponent<MeshRenderer>();
  566.  
  567.             Material[] materials = new Material[existingRenderer.sharedMaterials.Length];
  568.             for (int materialIndex = 0; materialIndex < materials.Length; materialIndex++)
  569.             {
  570.                 materials[materialIndex] = highlightMat;
  571.             }
  572.             newRenderer.sharedMaterials = materials;
  573.  
  574.             highlightRenderers[filterIndex] = newRenderer;
  575.             existingRenderers[filterIndex] = existingRenderer;
  576.         }
  577.     }
  578.  
  579.     protected virtual void UpdateHighlightRenderers()
  580.     {
  581.         if (highlightHolder == null)
  582.             return;
  583.  
  584.         for (int skinnedIndex = 0; skinnedIndex < existingSkinnedRenderers.Length; skinnedIndex++)
  585.         {
  586.             SkinnedMeshRenderer existingSkinned = existingSkinnedRenderers[skinnedIndex];
  587.             SkinnedMeshRenderer highlightSkinned = highlightSkinnedRenderers[skinnedIndex];
  588.  
  589.             if (existingSkinned != null && highlightSkinned != null && attachedToHand == false)
  590.             {
  591.                 highlightSkinned.transform.position = existingSkinned.transform.position;
  592.                 highlightSkinned.transform.rotation = existingSkinned.transform.rotation;
  593.                 highlightSkinned.transform.localScale = existingSkinned.transform.lossyScale;
  594.                 highlightSkinned.localBounds = existingSkinned.localBounds;
  595.                 highlightSkinned.enabled = hovering && existingSkinned.enabled && existingSkinned.gameObject.activeInHierarchy;
  596.  
  597.                 int blendShapeCount = existingSkinned.sharedMesh.blendShapeCount;
  598.                 for (int blendShapeIndex = 0; blendShapeIndex < blendShapeCount; blendShapeIndex++)
  599.                 {
  600.                     highlightSkinned.SetBlendShapeWeight(blendShapeIndex, existingSkinned.GetBlendShapeWeight(blendShapeIndex));
  601.                 }
  602.             }
  603.             else if (highlightSkinned != null)
  604.                 highlightSkinned.enabled = false;
  605.  
  606.         }
  607.  
  608.         for (int rendererIndex = 0; rendererIndex < highlightRenderers.Length; rendererIndex++)
  609.         {
  610.             MeshRenderer existingRenderer = existingRenderers[rendererIndex];
  611.             MeshRenderer highlightRenderer = highlightRenderers[rendererIndex];
  612.  
  613.             if (existingRenderer != null && highlightRenderer != null && attachedToHand == false)
  614.             {
  615.                 highlightRenderer.transform.position = existingRenderer.transform.position;
  616.                 highlightRenderer.transform.rotation = existingRenderer.transform.rotation;
  617.                 highlightRenderer.transform.localScale = existingRenderer.transform.lossyScale;
  618.                 highlightRenderer.enabled = hovering && existingRenderer.enabled && existingRenderer.gameObject.activeInHierarchy;
  619.             }
  620.             else if (highlightRenderer != null)
  621.             {
  622.                 highlightRenderer.enabled = false;
  623.                 GrabHintOff(rightHand);
  624.                 GrabHintOff(leftHand);
  625.             }
  626.         }
  627.     }
  628.     protected virtual bool ShouldIgnoreHighlight(Component component)
  629.     {
  630.         return ShouldIgnore(component.gameObject);
  631.     }
  632.  
  633.     protected virtual bool ShouldIgnore(GameObject check)
  634.     {
  635.         for (int ignoreIndex = 0; ignoreIndex < hideHighlight.Length; ignoreIndex++)
  636.         {
  637.             if (check == hideHighlight[ignoreIndex])
  638.                 return true;
  639.         }
  640.  
  641.         return false;
  642.     }
  643. }
  644.  
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