using System; using Cpp2IlInjected; using RootMotion.FinalIK; using UnityEngine; namespace RootMotion.Demos { // Token: 0x020003C3 RID: 963 [Token(Token = "0x20003C3")] public class FBIKBendGoal : MonoBehaviour { // Token: 0x06002375 RID: 9077 RVA: 0x000513B4 File Offset: 0x0004F5B4 [Token(Token = "0x6002375")] [Address(RVA = "0x4C5C20", Offset = "0x4C4420", VA = "0x1804C5C20")] private void Start() { Debug.Log("FBIKBendGoal is deprecated, you can now a bend goal from the custom inspector of the FullBodyBipedIK component."); } // Token: 0x06002376 RID: 9078 RVA: 0x000513CC File Offset: 0x0004F5CC [Token(Token = "0x6002376")] [Address(RVA = "0x4C5C80", Offset = "0x4C4480", VA = "0x1804C5C80")] 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: 0x06002377 RID: 9079 RVA: 0x00051450 File Offset: 0x0004F650 [Token(Token = "0x6002377")] [Address(RVA = "0x33E460", Offset = "0x33CC60", VA = "0x18033E460")] public FBIKBendGoal() { } // Token: 0x04002CEB RID: 11499 [FieldOffset(Offset = "0x18")] [Token(Token = "0x4002CEB")] public FullBodyBipedIK ik; // Token: 0x04002CEC RID: 11500 [FieldOffset(Offset = "0x20")] [Token(Token = "0x4002CEC")] public FullBodyBipedChain chain; // Token: 0x04002CED RID: 11501 [FieldOffset(Offset = "0x24")] [Token(Token = "0x4002CED")] public float weight; } }