Added player character and step in/out of dialogue in scene 101
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using UnityEngine;
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namespace UnityEngine.ProBuilder
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{
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/// <summary>
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/// Vertex positions are sorted as integers to avoid floating point precision errors.
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/// </summary>
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struct IntVec3 : System.IEquatable<IntVec3>
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{
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public Vector3 value;
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public float x { get { return value.x; } }
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public float y { get { return value.y; } }
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public float z { get { return value.z; } }
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public IntVec3(Vector3 vector)
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{
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this.value = vector;
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}
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public override string ToString()
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{
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return string.Format("({0:F2}, {1:F2}, {2:F2})", x, y, z);
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}
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public static bool operator==(IntVec3 a, IntVec3 b)
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{
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return a.Equals(b);
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}
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public static bool operator!=(IntVec3 a, IntVec3 b)
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{
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return !(a == b);
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}
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public bool Equals(IntVec3 p)
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{
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return round(x) == round(p.x) &&
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round(y) == round(p.y) &&
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round(z) == round(p.z);
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}
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public bool Equals(Vector3 p)
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{
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return round(x) == round(p.x) &&
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round(y) == round(p.y) &&
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round(z) == round(p.z);
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}
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public override bool Equals(System.Object b)
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{
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return (b is IntVec3 && (this.Equals((IntVec3)b))) ||
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(b is Vector3 && this.Equals((Vector3)b));
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}
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public override int GetHashCode()
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{
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return VectorHash.GetHashCode(value);
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}
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private static int round(float v)
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{
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return System.Convert.ToInt32(v * VectorHash.FltCompareResolution);
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}
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public static implicit operator Vector3(IntVec3 p)
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{
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return p.value;
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}
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public static implicit operator IntVec3(Vector3 p)
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{
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return new IntVec3(p);
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}
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}
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}
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