using System; using Cpp2IlInjected; using UnityEngine; namespace RootMotion.FinalIK { // Token: 0x0200049E RID: 1182 [Token(Token = "0x200049E")] [Serializable] public class InteractionLookAt { // Token: 0x06002A53 RID: 10835 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6002A53")] [Address(RVA = "0x1045050", Offset = "0x1044050", VA = "0x181045050")] public void Look(Transform target, float time) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06002A54 RID: 10836 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6002A54")] [Address(RVA = "0x10453D0", Offset = "0x10443D0", VA = "0x1810453D0")] public void Update() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06002A55 RID: 10837 RVA: 0x0005EAF4 File Offset: 0x0005CCF4 [Token(Token = "0x6002A55")] [Address(RVA = "0x10452B0", Offset = "0x10442B0", VA = "0x1810452B0")] public void SolveSpine() { LookAtIK lookAtIK = this.ik; int num = 0; bool flag = lookAtIK == num; if (!flag && this.firstFBBIKSolve != flag) { IKSolverLookAt solver = this.ik.solver; float headWeight = solver.headWeight; int num2 = 0; float eyesWeight = solver.eyesWeight; solver.headWeight = (float)num2; this.ik.solver.eyesWeight = (float)num2; this.ik.solver.Update(); this.ik.solver.headWeight = headWeight; this.ik.solver.eyesWeight = eyesWeight; } } // Token: 0x06002A56 RID: 10838 RVA: 0x0005EB94 File Offset: 0x0005CD94 [Token(Token = "0x6002A56")] [Address(RVA = "0x10451E0", Offset = "0x10441E0", VA = "0x1810451E0")] public void SolveHead() { LookAtIK lookAtIK = this.ik; int num = 0; bool flag = lookAtIK == num; if (!flag && this.firstFBBIKSolve != flag) { IKSolverLookAt solver = this.ik.solver; float bodyWeight = solver.bodyWeight; solver.bodyWeight = 0f; this.ik.solver.Update(); this.ik.solver.bodyWeight = bodyWeight; this.firstFBBIKSolve = false; } } // Token: 0x06002A57 RID: 10839 RVA: 0x0005EC10 File Offset: 0x0005CE10 [Token(Token = "0x6002A57")] [Address(RVA = "0x1045650", Offset = "0x1044650", VA = "0x181045650")] public InteractionLookAt() { } // Token: 0x040033FC RID: 13308 [FieldOffset(Offset = "0x10")] [Token(Token = "0x40033FC")] [Tooltip("(Optional) reference to the LookAtIK component that will be used to make the character look at the objects that it is interacting with.")] public LookAtIK ik; // Token: 0x040033FD RID: 13309 [FieldOffset(Offset = "0x18")] [Token(Token = "0x40033FD")] [Tooltip("Interpolation speed of the LookAtIK target.")] public float lerpSpeed = 5f; // Token: 0x040033FE RID: 13310 [FieldOffset(Offset = "0x1C")] [Token(Token = "0x40033FE")] [Tooltip("Interpolation speed of the LookAtIK weight.")] public float weightSpeed = 1f; // Token: 0x040033FF RID: 13311 [FieldOffset(Offset = "0x20")] [Token(Token = "0x40033FF")] [HideInInspector] public bool isPaused; // Token: 0x04003400 RID: 13312 [FieldOffset(Offset = "0x28")] [Token(Token = "0x4003400")] private Transform lookAtTarget; // Token: 0x04003401 RID: 13313 [FieldOffset(Offset = "0x30")] [Token(Token = "0x4003401")] private float stopLookTime; // Token: 0x04003402 RID: 13314 [FieldOffset(Offset = "0x34")] [Token(Token = "0x4003402")] private float weight; // Token: 0x04003403 RID: 13315 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4003403")] private bool firstFBBIKSolve; } }