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Merge pull request #10402 from MrRoboman/W-21305-floating-lanterns
added floating lantern box that spawns floating lanterns
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commit
bffa3185d0
3 changed files with 252 additions and 0 deletions
43
scripts/tutorials/createFloatingLanternBox.js
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43
scripts/tutorials/createFloatingLanternBox.js
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"use strict";
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/* jslint vars: true, plusplus: true, forin: true*/
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/* globals Tablet, Script, AvatarList, Users, Entities, MyAvatar, Camera, Overlays, Vec3, Quat, Controller, print, getControllerWorldLocation */
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/* eslint indent: ["error", 4, { "outerIIFEBody": 0 }] */
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//
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// createFloatinLanternBox.js
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//
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// Created by MrRoboman on 17/05/04
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// Copyright 2017 High Fidelity, Inc.
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//
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// Creates a crate that spawn floating lanterns
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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var COMPOUND_SHAPE_URL = "http://hifi-content.s3.amazonaws.com/Examples%20Content/production/maracas/woodenCrate_phys.obj";
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var MODEL_URL = "http://hifi-content.s3.amazonaws.com/Examples%20Content/production/maracas/woodenCrate_VR.fbx";
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var SCRIPT_URL = Script.resolvePath("./entity_scripts/floatingLanternBox.js?v=" + Date.now());
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var START_POSITION = Vec3.sum(MyAvatar.position, Vec3.multiply(Quat.getFront(MyAvatar.orientation), 2));
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START_POSITION.y -= .6;
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var LIFETIME = 3600;
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var SCALE_FACTOR = 1;
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var lanternBox = {
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type: "Model",
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name: "Floating Lantern Box",
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description: "Spawns Lanterns that float away when grabbed and released!",
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script: SCRIPT_URL,
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modelURL: MODEL_URL,
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shapeType: "Compound",
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compoundShapeURL: COMPOUND_SHAPE_URL,
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position: START_POSITION,
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lifetime: LIFETIME,
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dimensions: {
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x: 0.8696 * SCALE_FACTOR,
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y: 0.58531 * SCALE_FACTOR,
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z: 0.9264 * SCALE_FACTOR
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},
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owningAvatarID: MyAvatar.sessionUUID
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};
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Entities.addEntity(lanternBox);
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Script.stop();
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106
scripts/tutorials/entity_scripts/floatingLantern.js
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106
scripts/tutorials/entity_scripts/floatingLantern.js
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"use strict";
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/* jslint vars: true, plusplus: true, forin: true*/
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/* globals Tablet, Script, AvatarList, Users, Entities, MyAvatar, Camera, Overlays, Vec3, Quat, Controller, print, getControllerWorldLocation */
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/* eslint indent: ["error", 4, { "outerIIFEBody": 0 }] */
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//
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// floatinLantern.js
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//
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// Created by MrRoboman on 17/05/04
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// Copyright 2017 High Fidelity, Inc.
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//
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// Makes floating lanterns rise upon being released and corrects their rotation as the fly.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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(function() {
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var _this;
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var SLOW_SPIN_THRESHOLD = 0.1;
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var ROTATION_COMPLETE_THRESHOLD = 0.01;
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var ROTATION_SPEED = 0.2;
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var HOME_ROTATION = {x: 0, y: 0, z: 0, w: 0};
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floatingLantern = function() {
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_this = this;
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this.updateConnected = false;
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};
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floatingLantern.prototype = {
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preload: function(entityID) {
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this.entityID = entityID;
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},
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unload: function(entityID) {
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this.disconnectUpdate();
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},
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startNearGrab: function() {
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this.disconnectUpdate();
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},
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startDistantGrab: function() {
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this.disconnectUpdate();
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},
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releaseGrab: function() {
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Entities.editEntity(this.entityID, {
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gravity: {
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x: 0,
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y: 0.5,
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z: 0
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}
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});
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},
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update: function(dt) {
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var lanternProps = Entities.getEntityProperties(_this.entityID);
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if (lanternProps && lanternProps.rotation && lanternProps.owningAvatarID === MyAvatar.sessionUUID) {
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var spinningSlowly = (
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Math.abs(lanternProps.angularVelocity.x) < SLOW_SPIN_THRESHOLD &&
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Math.abs(lanternProps.angularVelocity.y) < SLOW_SPIN_THRESHOLD &&
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Math.abs(lanternProps.angularVelocity.z) < SLOW_SPIN_THRESHOLD
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);
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var rotationComplete = (
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Math.abs(lanternProps.rotation.x - HOME_ROTATION.x) < ROTATION_COMPLETE_THRESHOLD &&
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Math.abs(lanternProps.rotation.y - HOME_ROTATION.y) < ROTATION_COMPLETE_THRESHOLD &&
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Math.abs(lanternProps.rotation.z - HOME_ROTATION.z) < ROTATION_COMPLETE_THRESHOLD
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);
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if (spinningSlowly && !rotationComplete) {
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var newRotation = Quat.slerp(lanternProps.rotation, HOME_ROTATION, ROTATION_SPEED * dt);
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Entities.editEntity(_this.entityID, {
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rotation: newRotation,
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angularVelocity: {
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x: 0,
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y: 0,
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z: 0
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}
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});
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}
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}
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},
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connectUpdate: function() {
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if (!this.updateConnected) {
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this.updateConnected = true;
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Script.update.connect(this.update);
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}
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},
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disconnectUpdate: function() {
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if (this.updateConnected) {
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this.updateConnected = false;
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Script.update.disconnect(this.update);
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}
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}
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};
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return new floatingLantern();
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});
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103
scripts/tutorials/entity_scripts/floatingLanternBox.js
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scripts/tutorials/entity_scripts/floatingLanternBox.js
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"use strict";
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/* jslint vars: true, plusplus: true, forin: true*/
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/* globals Tablet, Script, AvatarList, Users, Entities, MyAvatar, Camera, Overlays, Vec3, Quat, Controller, print, getControllerWorldLocation */
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/* eslint indent: ["error", 4, { "outerIIFEBody": 0 }] */
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//
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// floatingLanternBox.js
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//
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// Created by MrRoboman on 17/05/04
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// Copyright 2017 High Fidelity, Inc.
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//
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// Spawns new floating lanterns every couple seconds if the old ones have been removed.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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(function() {
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var _this;
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var LANTERN_MODEL_URL = "http://hifi-content.s3.amazonaws.com/DomainContent/Welcome%20Area/Models/chinaLantern_capsule.fbx";
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var LANTERN_SCRIPT_URL = Script.resolvePath("floatingLantern.js?v=" + Date.now());
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var LIFETIME = 120;
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var RESPAWN_INTERVAL = 1000;
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var MAX_LANTERNS = 4;
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var SCALE_FACTOR = 1;
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var LANTERN = {
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type: "Model",
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name: "Floating Lantern",
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description: "Spawns Lanterns that float away when grabbed and released!",
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modelURL: LANTERN_MODEL_URL,
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script: LANTERN_SCRIPT_URL,
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dimensions: {
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x: 0.2049 * SCALE_FACTOR,
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y: 0.4 * SCALE_FACTOR,
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z: 0.2049 * SCALE_FACTOR
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},
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gravity: {
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x: 0,
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y: -1,
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z: 0
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},
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velocity: {
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x: 0, y: .01, z: 0
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},
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linearDampening: 0,
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shapeType: 'Box',
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lifetime: LIFETIME,
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dynamic: true
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};
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lanternBox = function() {
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_this = this;
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};
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lanternBox.prototype = {
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preload: function(entityID) {
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this.entityID = entityID;
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var props = Entities.getEntityProperties(this.entityID);
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if (props.owningAvatarID === MyAvatar.sessionUUID) {
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this.respawnTimer = Script.setInterval(this.spawnAllLanterns.bind(this), RESPAWN_INTERVAL);
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}
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},
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unload: function(entityID) {
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if (this.respawnTimer) {
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Script.clearInterval(this.respawnTimer);
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}
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},
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spawnAllLanterns: function() {
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var props = Entities.getEntityProperties(this.entityID);
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var lanternCount = 0;
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var nearbyEntities = Entities.findEntities(props.position, props.dimensions.x * 0.75);
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for (var i = 0; i < nearbyEntities.length; i++) {
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var name = Entities.getEntityProperties(nearbyEntities[i], ["name"]).name;
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if (name === "Floating Lantern") {
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lanternCount++;
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}
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}
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while (lanternCount++ < MAX_LANTERNS) {
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this.spawnLantern();
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}
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},
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spawnLantern: function() {
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var boxProps = Entities.getEntityProperties(this.entityID);
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LANTERN.position = boxProps.position;
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LANTERN.position.x += Math.random() * .2 - .1;
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LANTERN.position.y += Math.random() * .2 + .1;
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LANTERN.position.z += Math.random() * .2 - .1;
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LANTERN.owningAvatarID = boxProps.owningAvatarID;
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return Entities.addEntity(LANTERN);
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}
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};
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return new lanternBox();
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});
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