using System;
using Cpp2IlInjected;
using RootMotion.FinalIK;
using UnityEngine;

namespace RootMotion.Demos
{
	// Token: 0x020003BA RID: 954
	[Token(Token = "0x20003BA")]
	public class FBIKBendGoal : MonoBehaviour
	{
		// Token: 0x06002343 RID: 9027 RVA: 0x00050D98 File Offset: 0x0004EF98
		[Token(Token = "0x6002343")]
		[Address(RVA = "0x4B7B20", Offset = "0x4B6920", VA = "0x1804B7B20")]
		private void Start()
		{
			Debug.Log("FBIKBendGoal is deprecated, you can now a bend goal from the custom inspector of the FullBodyBipedIK component.");
		}

		// Token: 0x06002344 RID: 9028 RVA: 0x00050DB0 File Offset: 0x0004EFB0
		[Token(Token = "0x6002344")]
		[Address(RVA = "0x4B7B80", Offset = "0x4B6980", VA = "0x1804B7B80")]
		private void Update()
		{
			FullBodyBipedIK fullBodyBipedIK = this.ik;
			int num = 0;
			if (!(fullBodyBipedIK == num))
			{
				IKSolverFullBodyBiped solver = this.ik.solver;
				FullBodyBipedChain fullBodyBipedChain = this.chain;
				IKConstraintBend bendConstraint = solver.GetBendConstraint(fullBodyBipedChain);
				Transform transform = base.transform;
				bendConstraint.bendGoal = transform;
				IKSolverFullBodyBiped solver2 = this.ik.solver;
				FullBodyBipedChain fullBodyBipedChain2 = this.chain;
				IKConstraintBend bendConstraint2 = solver2.GetBendConstraint(fullBodyBipedChain2);
				float num2 = this.weight;
				bendConstraint2.weight = num2;
			}
		}

		// Token: 0x06002345 RID: 9029 RVA: 0x00050E34 File Offset: 0x0004F034
		[Token(Token = "0x6002345")]
		[Address(RVA = "0x3088F0", Offset = "0x3076F0", VA = "0x1803088F0")]
		public FBIKBendGoal()
		{
		}

		// Token: 0x04002CA9 RID: 11433
		[FieldOffset(Offset = "0x18")]
		[Token(Token = "0x4002CA9")]
		public FullBodyBipedIK ik;

		// Token: 0x04002CAA RID: 11434
		[FieldOffset(Offset = "0x20")]
		[Token(Token = "0x4002CAA")]
		public FullBodyBipedChain chain;

		// Token: 0x04002CAB RID: 11435
		[FieldOffset(Offset = "0x24")]
		[Token(Token = "0x4002CAB")]
		public float weight;
	}
}
