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 HandRotationsBehavior : 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 eulerAngles = transform.rotation.eulerAngles;
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SetLocalOutputValueIfChanged("Left Yaw", BSValue.FromNumber(eulerAngles.y));
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SetLocalOutputValueIfChanged("Left Pitch", BSValue.FromNumber(eulerAngles.x));
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SetLocalOutputValueIfChanged("Left Roll", BSValue.FromNumber(eulerAngles.z));
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}
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else
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{
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SetLocalOutputValueIfChanged("Left Yaw", BSValue.None);
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SetLocalOutputValueIfChanged("Left Pitch", BSValue.None);
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SetLocalOutputValueIfChanged("Left Roll", BSValue.None);
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}
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if (transform2 != null)
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{
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Vector3 eulerAngles2 = transform2.rotation.eulerAngles;
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SetLocalOutputValueIfChanged("Right Yaw", BSValue.FromNumber(eulerAngles2.y));
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SetLocalOutputValueIfChanged("Right Pitch", BSValue.FromNumber(eulerAngles2.x));
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SetLocalOutputValueIfChanged("Right Roll", BSValue.FromNumber(eulerAngles2.z));
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}
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else
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{
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SetLocalOutputValueIfChanged("Right Yaw", BSValue.None);
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SetLocalOutputValueIfChanged("Right Pitch", BSValue.None);
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SetLocalOutputValueIfChanged("Right Roll", BSValue.None);
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}
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}
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}
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