using System; using Cpp2IlInjected; using RootMotion.FinalIK; using UnityEngine; namespace RootMotion.Demos { // Token: 0x020003B0 RID: 944 [Token(Token = "0x20003B0")] public class SimpleAimingSystem : MonoBehaviour { // Token: 0x0600232B RID: 9003 RVA: 0x00050C34 File Offset: 0x0004EE34 [Token(Token = "0x600232B")] [Address(RVA = "0x11C5DA0", Offset = "0x11C45A0", VA = "0x1811C5DA0")] private void Start() { AimIK aimIK = this.aim; int num = 0; aimIK.enabled = num != 0; LookAtIK lookAtIK = this.lookAt; int num2 = 0; lookAtIK.enabled = num2 != 0; } // Token: 0x0600232C RID: 9004 RVA: 0x00050C68 File Offset: 0x0004EE68 [Token(Token = "0x600232C")] [Address(RVA = "0x11C57E0", Offset = "0x11C3FE0", VA = "0x1811C57E0")] private void LateUpdate() { Transform target = this.aim.solver.target; int num = 0; if (target == num) { Transform transform = base.transform; Debug.LogWarning("AimIK and LookAtIK need to have their 'Target' value assigned.", transform); } this.Pose(); this.aim.solver.Update(); LookAtIK lookAtIK = this.lookAt; int num2 = 0; if (lookAtIK != num2) { this.lookAt.solver.Update(); } } // Token: 0x0600232D RID: 9005 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x600232D")] [Address(RVA = "0x11C5B30", Offset = "0x11C4330", VA = "0x1811C5B30")] private void Pose() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x0600232E RID: 9006 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x600232E")] [Address(RVA = "0x11C5930", Offset = "0x11C4130", VA = "0x1811C5930")] private void LimitAimTarget() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x0600232F RID: 9007 RVA: 0x00050CE8 File Offset: 0x0004EEE8 [Token(Token = "0x600232F")] [Address(RVA = "0x11C5750", Offset = "0x11C3F50", VA = "0x1811C5750")] private void DirectCrossFade(string state, float target) { float @float = this.animator.GetFloat(state); float num = Time.deltaTime; num = @float; float num2 = Mathf.MoveTowards(num, target, 1f); this.animator.SetFloat(state, num2); } // Token: 0x06002330 RID: 9008 RVA: 0x00050D2C File Offset: 0x0004EF2C [Token(Token = "0x6002330")] [Address(RVA = "0x11C5DE0", Offset = "0x11C45E0", VA = "0x1811C5DE0")] public SimpleAimingSystem() { } // Token: 0x04002C58 RID: 11352 [FieldOffset(Offset = "0x18")] [Token(Token = "0x4002C58")] [Tooltip("AimPoser is a tool that returns an animation name based on direction.")] public AimPoser aimPoser; // Token: 0x04002C59 RID: 11353 [FieldOffset(Offset = "0x20")] [Token(Token = "0x4002C59")] [Tooltip("Reference to the AimIK component.")] public AimIK aim; // Token: 0x04002C5A RID: 11354 [FieldOffset(Offset = "0x28")] [Token(Token = "0x4002C5A")] [Tooltip("Reference to the LookAt component (only used for the head in this instance).")] public LookAtIK lookAt; // Token: 0x04002C5B RID: 11355 [FieldOffset(Offset = "0x30")] [Token(Token = "0x4002C5B")] [Tooltip("Reference to the Animator component.")] public Animator animator; // Token: 0x04002C5C RID: 11356 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4002C5C")] [Tooltip("Time of cross-fading from pose to pose.")] public float crossfadeTime = 0.2f; // Token: 0x04002C5D RID: 11357 [FieldOffset(Offset = "0x3C")] [Token(Token = "0x4002C5D")] [Tooltip("Will keep the aim target at a distance.")] public float minAimDistance = 0.5f; // Token: 0x04002C5E RID: 11358 [FieldOffset(Offset = "0x40")] [Token(Token = "0x4002C5E")] private AimPoser.Pose aimPose; // Token: 0x04002C5F RID: 11359 [FieldOffset(Offset = "0x48")] [Token(Token = "0x4002C5F")] private AimPoser.Pose lastPose; } }