using System; using Cpp2IlInjected; using UnityEngine; namespace RootMotion.FinalIK { // Token: 0x020003FA RID: 1018 [Token(Token = "0x20003FA")] [Serializable] public class BipedIKSolvers { // Token: 0x17000205 RID: 517 // (get) Token: 0x0600246A RID: 9322 RVA: 0x00053058 File Offset: 0x00051258 [Token(Token = "0x17000205")] public IKSolverLimb[] limbs { [Token(Token = "0x600246A")] [Address(RVA = "0xE3D4F0", Offset = "0xE3BCF0", VA = "0x180E3D4F0")] get { IKSolverLimb[] limbs; IKSolverLimb[] array; IKSolverLimb iksolverLimb4; for (;;) { limbs = this._limbs; if (limbs != 0 && limbs.Length == 4) { return limbs; } array = new IKSolverLimb[4]; IKSolverLimb iksolverLimb = this.leftFoot; if (iksolverLimb == 0 || array != 0) { array[0] = iksolverLimb; IKSolverLimb iksolverLimb2 = this.rightFoot; if (iksolverLimb2 == 0 || array != 0) { array[1] = iksolverLimb2; IKSolverLimb iksolverLimb3 = this.leftHand; if (iksolverLimb3 == 0 || array != 0) { array[2] = iksolverLimb3; iksolverLimb4 = this.rightHand; if (iksolverLimb4 == 0 || array != 0) { break; } } } } } array[3] = iksolverLimb4; this._limbs = array; return limbs; } } // Token: 0x17000206 RID: 518 // (get) Token: 0x0600246B RID: 9323 RVA: 0x000530F4 File Offset: 0x000512F4 [Token(Token = "0x17000206")] public IKSolver[] ikSolvers { [Token(Token = "0x600246B")] [Address(RVA = "0xE3D1E0", Offset = "0xE3B9E0", VA = "0x180E3D1E0")] get { IKSolver[] ikSolvers; IKSolver[] array; IKSolverAim iksolverAim; for (;;) { ikSolvers = this._ikSolvers; if (ikSolvers != 0 && ikSolvers.Length == 7) { return ikSolvers; } array = new IKSolver[7]; IKSolverLimb iksolverLimb = this.leftFoot; if (iksolverLimb == 0 || array != 0) { array[0] = iksolverLimb; IKSolverLimb iksolverLimb2 = this.rightFoot; if (iksolverLimb2 == 0 || array != 0) { array[1] = iksolverLimb2; IKSolverLimb iksolverLimb3 = this.leftHand; if (iksolverLimb3 == 0 || array != 0) { array[2] = iksolverLimb3; IKSolverLimb iksolverLimb4 = this.rightHand; if (iksolverLimb4 == 0 || array != 0) { array[3] = iksolverLimb4; IKSolverFABRIK iksolverFABRIK = this.spine; if (iksolverFABRIK == 0 || array != 0) { array[4] = iksolverFABRIK; IKSolverLookAt iksolverLookAt = this.lookAt; if (iksolverLookAt == 0 || array != 0) { array[5] = iksolverLookAt; iksolverAim = this.aim; if (iksolverAim == 0 || array != 0) { break; } } } } } } } } array[6] = iksolverAim; this._ikSolvers = array; return ikSolvers; } } // Token: 0x0600246C RID: 9324 RVA: 0x000531E8 File Offset: 0x000513E8 [Token(Token = "0x600246C")] [Address(RVA = "0xE3CE80", Offset = "0xE3B680", VA = "0x180E3CE80")] public void AssignReferences(BipedReferences references) { IKSolverLimb iksolverLimb = this.leftHand; Transform root = references.root; int num = 0; Transform transform = references.leftHand; Transform leftForearm = references.leftForearm; Transform leftUpperArm = references.leftUpperArm; bool flag = iksolverLimb.SetChain(leftUpperArm, leftForearm, transform, root); IKSolverLimb iksolverLimb2 = this.rightHand; Transform root2 = references.root; Transform transform2 = references.rightHand; Transform rightForearm = references.rightForearm; Transform rightUpperArm = references.rightUpperArm; bool flag2 = iksolverLimb2.SetChain(rightUpperArm, rightForearm, transform2, root2); IKSolverLimb iksolverLimb3 = this.leftFoot; Transform root3 = references.root; Transform transform3 = references.leftFoot; Transform leftCalf = references.leftCalf; Transform leftThigh = references.leftThigh; bool flag3 = iksolverLimb3.SetChain(leftThigh, leftCalf, transform3, root3); IKSolverLimb iksolverLimb4 = this.rightFoot; Transform root4 = references.root; Transform transform4 = references.rightFoot; Transform rightCalf = references.rightCalf; Transform rightThigh = references.rightThigh; bool flag4 = iksolverLimb4.SetChain(rightThigh, rightCalf, transform4, root4); IKSolverFABRIK iksolverFABRIK = this.spine; Transform root5 = references.root; Transform[] array = references.spine; bool flag5 = iksolverFABRIK.SetChain(array, root5); IKSolverLookAt iksolverLookAt = this.lookAt; Transform root6 = references.root; Transform[] eyes = references.eyes; Transform head = references.head; Transform[] array2 = references.spine; bool flag6 = iksolverLookAt.SetChain(array2, head, eyes, root6); IKSolverAim iksolverAim = this.aim; Transform root7 = references.root; Transform[] array3 = references.spine; bool flag7 = iksolverAim.SetChain(array3, root7); this.leftFoot.goal = (AvatarIKGoal)num; this.rightFoot.goal = (AvatarIKGoal)((ulong)1L); this.leftHand.goal = (AvatarIKGoal)((ulong)2L); this.rightHand.goal = (AvatarIKGoal)((ulong)3L); } // Token: 0x0600246D RID: 9325 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x600246D")] [Address(RVA = "0xE3D020", Offset = "0xE3B820", VA = "0x180E3D020")] public BipedIKSolvers() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x04002E35 RID: 11829 [FieldOffset(Offset = "0x10")] [Token(Token = "0x4002E35")] public IKSolverLimb leftFoot; // Token: 0x04002E36 RID: 11830 [FieldOffset(Offset = "0x18")] [Token(Token = "0x4002E36")] public IKSolverLimb rightFoot; // Token: 0x04002E37 RID: 11831 [FieldOffset(Offset = "0x20")] [Token(Token = "0x4002E37")] public IKSolverLimb leftHand; // Token: 0x04002E38 RID: 11832 [FieldOffset(Offset = "0x28")] [Token(Token = "0x4002E38")] public IKSolverLimb rightHand; // Token: 0x04002E39 RID: 11833 [FieldOffset(Offset = "0x30")] [Token(Token = "0x4002E39")] public IKSolverFABRIK spine; // Token: 0x04002E3A RID: 11834 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4002E3A")] public IKSolverLookAt lookAt; // Token: 0x04002E3B RID: 11835 [FieldOffset(Offset = "0x40")] [Token(Token = "0x4002E3B")] public IKSolverAim aim; // Token: 0x04002E3C RID: 11836 [FieldOffset(Offset = "0x48")] [Token(Token = "0x4002E3C")] public Constraints pelvis; // Token: 0x04002E3D RID: 11837 [FieldOffset(Offset = "0x50")] [Token(Token = "0x4002E3D")] private IKSolverLimb[] _limbs; // Token: 0x04002E3E RID: 11838 [FieldOffset(Offset = "0x58")] [Token(Token = "0x4002E3E")] private IKSolver[] _ikSolvers; } }