EVERYTHING
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using BlockSpace.Voxels;
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using UnityEngine;
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[DisallowMultipleComponent]
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public sealed class HandPositionsBehavior : NodeBehavior
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{
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public override void OnGraphUpdate()
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{
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Transform transform = ((VRVoxelBrush.Instance != null) ? VRVoxelBrush.Instance.LeftHandAnchor : null);
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Transform transform2 = ((VRVoxelBrush.Instance != null) ? VRVoxelBrush.Instance.RightHandAnchor : null);
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if (transform != null)
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{
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Vector3 vector = NodePlayerUtility.WorldToVoxelPosition(transform.position);
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SetLocalOutputValueIfChanged("Left X", BSValue.FromNumber(vector.x));
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SetLocalOutputValueIfChanged("Left Y", BSValue.FromNumber(vector.y));
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SetLocalOutputValueIfChanged("Left Z", BSValue.FromNumber(vector.z));
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}
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else
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{
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SetLocalOutputValueIfChanged("Left X", BSValue.None);
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SetLocalOutputValueIfChanged("Left Y", BSValue.None);
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SetLocalOutputValueIfChanged("Left Z", BSValue.None);
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}
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if (transform2 != null)
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{
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Vector3 vector2 = NodePlayerUtility.WorldToVoxelPosition(transform2.position);
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SetLocalOutputValueIfChanged("Right X", BSValue.FromNumber(vector2.x));
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SetLocalOutputValueIfChanged("Right Y", BSValue.FromNumber(vector2.y));
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SetLocalOutputValueIfChanged("Right Z", BSValue.FromNumber(vector2.z));
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}
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else
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{
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SetLocalOutputValueIfChanged("Right X", BSValue.None);
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SetLocalOutputValueIfChanged("Right Y", BSValue.None);
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SetLocalOutputValueIfChanged("Right Z", BSValue.None);
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}
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}
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}
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