using System; using Cpp2IlInjected; using RootMotion.FinalIK; using UnityEngine; namespace RootMotion.Demos { // Token: 0x020003B8 RID: 952 [Token(Token = "0x20003B8")] public class AnimationWarping : OffsetModifier { // Token: 0x0600234E RID: 9038 RVA: 0x00050FA0 File Offset: 0x0004F1A0 [Token(Token = "0x600234E")] [Address(RVA = "0xB648E0", Offset = "0xB630E0", VA = "0x180B648E0", Slot = "5")] protected override void Start() { base.Start(); AnimationWarping.EffectorMode effectorMode = this.effectorMode; this.lastMode = effectorMode; } // Token: 0x0600234F RID: 9039 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x600234F")] [Address(RVA = "0xB64150", Offset = "0xB62950", VA = "0x180B64150")] public float GetWarpWeight(int warpIndex) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06002350 RID: 9040 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6002350")] [Address(RVA = "0xB64490", Offset = "0xB62C90", VA = "0x180B64490", Slot = "4")] protected override void OnModifyOffset() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06002351 RID: 9041 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x6002351")] [Address(RVA = "0xB643E0", Offset = "0xB62BE0", VA = "0x180B643E0")] private void OnDisable() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x06002352 RID: 9042 RVA: 0x00050FC4 File Offset: 0x0004F1C4 [Token(Token = "0x6002352")] [Address(RVA = "0xA91CB0", Offset = "0xA904B0", VA = "0x180A91CB0")] public AnimationWarping() { } // Token: 0x04002CA7 RID: 11431 [FieldOffset(Offset = "0x30")] [Token(Token = "0x4002CA7")] [Tooltip("Reference to the Animator component to use")] public Animator animator; // Token: 0x04002CA8 RID: 11432 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4002CA8")] [Tooltip("Using effector.positionOffset or effector.position with effector.positionWeight? The former will enable you to use effector.position for other things, the latter will weigh in the effectors, hence using Reach and Pull in the process.")] public AnimationWarping.EffectorMode effectorMode; // Token: 0x04002CA9 RID: 11433 [FieldOffset(Offset = "0x40")] [Token(Token = "0x4002CA9")] [Space] [Space(10f)] [Tooltip("The array of warps, can have multiple simultaneous warps.")] public AnimationWarping.Warp[] warps; // Token: 0x04002CAA RID: 11434 [FieldOffset(Offset = "0x48")] [Token(Token = "0x4002CAA")] private AnimationWarping.EffectorMode lastMode; // Token: 0x020003B9 RID: 953 [Token(Token = "0x20003B9")] [Serializable] public struct Warp { // Token: 0x04002CAB RID: 11435 [FieldOffset(Offset = "0x0")] [Token(Token = "0x4002CAB")] [Tooltip("Layer of the 'Animation State' in the Animator.")] public int animationLayer; // Token: 0x04002CAC RID: 11436 [FieldOffset(Offset = "0x8")] [Token(Token = "0x4002CAC")] [Tooltip("Name of the state in the Animator to warp.")] public string animationState; // Token: 0x04002CAD RID: 11437 [FieldOffset(Offset = "0x10")] [Token(Token = "0x4002CAD")] [Tooltip("Warping weight by normalized time of the animation state.")] public AnimationCurve weightCurve; // Token: 0x04002CAE RID: 11438 [FieldOffset(Offset = "0x18")] [Token(Token = "0x4002CAE")] [Tooltip("Animated point to warp from. This should be in character space so keep this Transform parented to the root of the character.")] public Transform warpFrom; // Token: 0x04002CAF RID: 11439 [FieldOffset(Offset = "0x20")] [Token(Token = "0x4002CAF")] [Tooltip("World space point to warp to.")] public Transform warpTo; // Token: 0x04002CB0 RID: 11440 [FieldOffset(Offset = "0x28")] [Token(Token = "0x4002CB0")] [Tooltip("Which FBBIK effector to use?")] public FullBodyBipedEffector effector; } // Token: 0x020003BA RID: 954 [Token(Token = "0x20003BA")] [Serializable] public enum EffectorMode { // Token: 0x04002CB2 RID: 11442 [Token(Token = "0x4002CB2")] PositionOffset, // Token: 0x04002CB3 RID: 11443 [Token(Token = "0x4002CB3")] Position } } }