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

namespace RootMotion.Demos
{
	// Token: 0x02000412 RID: 1042
	[Token(Token = "0x2000412")]
	public class FBIKBendGoal : MonoBehaviour
	{
		// Token: 0x0600260C RID: 9740 RVA: 0x00058044 File Offset: 0x00056244
		[Token(Token = "0x600260C")]
		[Address(RVA = "0xD13860", Offset = "0xD12860", VA = "0x180D13860")]
		private void Start()
		{
			Debug.Log("FBIKBendGoal is deprecated, you can now a bend goal from the custom inspector of the FullBodyBipedIK component.");
		}

		// Token: 0x0600260D RID: 9741 RVA: 0x0005805C File Offset: 0x0005625C
		[Token(Token = "0x600260D")]
		[Address(RVA = "0xD138C0", Offset = "0xD128C0", VA = "0x180D138C0")]
		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: 0x0600260E RID: 9742 RVA: 0x000580E0 File Offset: 0x000562E0
		[Token(Token = "0x600260E")]
		[Address(RVA = "0x328C40", Offset = "0x327C40", VA = "0x180328C40")]
		public FBIKBendGoal()
		{
		}

		// Token: 0x04002F93 RID: 12179
		[FieldOffset(Offset = "0x18")]
		[Token(Token = "0x4002F93")]
		public FullBodyBipedIK ik;

		// Token: 0x04002F94 RID: 12180
		[FieldOffset(Offset = "0x20")]
		[Token(Token = "0x4002F94")]
		public FullBodyBipedChain chain;

		// Token: 0x04002F95 RID: 12181
		[FieldOffset(Offset = "0x24")]
		[Token(Token = "0x4002F95")]
		public float weight;
	}
}
