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using UnityEngine;

public class SetInertiaTension : MonoBehaviour
{
	private Vector3 defaultInertia;

	private Vector3 stableInertia = Vector3.one;

	public float collisionValue;

	private Rigidbody rig;

	private HoldableObject holdable;

	private void Start()
	{
		rig = GetComponent<Rigidbody>();
		holdable = GetComponent<HoldableObject>();
		defaultInertia = rig.inertiaTensor;
	}

	private void Update()
	{
		collisionValue = Mathf.Lerp(collisionValue, 0f, Time.deltaTime * 7f);
		rig.inertiaTensor = Vector3.Lerp(stableInertia, defaultInertia, Mathf.Clamp(collisionValue, 0f, 1f));
	}

	private void OnCollisionEnter(Collision collision)
	{
		if (!(collision.transform.root == base.transform.root) && !(collision.transform.root == holdable.holder))
		{
			collisionValue += collision.relativeVelocity.magnitude * 0.4f;
		}
	}

	private void OnCollisionStay(Collision collision)
	{
		if (!(collision.transform.root == base.transform.root) && !(collision.transform.root == holdable.holder))
		{
			collisionValue += collision.relativeVelocity.magnitude * 0.2f;
		}
	}
}