using System; using Cpp2IlInjected; using UnityEngine; namespace RootMotion.FinalIK { // Token: 0x0200044F RID: 1103 [Token(Token = "0x200044F")] [Serializable] public class InteractionLookAt { // Token: 0x060027BC RID: 10172 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x60027BC")] [Address(RVA = "0x10B1910", Offset = "0x10B0110", VA = "0x1810B1910")] public void Look(Transform target, float time) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x060027BD RID: 10173 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x60027BD")] [Address(RVA = "0x10B1C90", Offset = "0x10B0490", VA = "0x1810B1C90")] public void Update() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x060027BE RID: 10174 RVA: 0x00057CE0 File Offset: 0x00055EE0 [Token(Token = "0x60027BE")] [Address(RVA = "0x10B1B70", Offset = "0x10B0370", VA = "0x1810B1B70")] 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: 0x060027BF RID: 10175 RVA: 0x00057D80 File Offset: 0x00055F80 [Token(Token = "0x60027BF")] [Address(RVA = "0x10B1AA0", Offset = "0x10B02A0", VA = "0x1810B1AA0")] 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: 0x060027C0 RID: 10176 RVA: 0x00057DFC File Offset: 0x00055FFC [Token(Token = "0x60027C0")] [Address(RVA = "0x10B1F10", Offset = "0x10B0710", VA = "0x1810B1F10")] public InteractionLookAt() { } // Token: 0x04003154 RID: 12628 [FieldOffset(Offset = "0x10")] [Token(Token = "0x4003154")] [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: 0x04003155 RID: 12629 [FieldOffset(Offset = "0x18")] [Token(Token = "0x4003155")] [Tooltip("Interpolation speed of the LookAtIK target.")] public float lerpSpeed = 5f; // Token: 0x04003156 RID: 12630 [FieldOffset(Offset = "0x1C")] [Token(Token = "0x4003156")] [Tooltip("Interpolation speed of the LookAtIK weight.")] public float weightSpeed = 1f; // Token: 0x04003157 RID: 12631 [FieldOffset(Offset = "0x20")] [Token(Token = "0x4003157")] [HideInInspector] public bool isPaused; // Token: 0x04003158 RID: 12632 [FieldOffset(Offset = "0x28")] [Token(Token = "0x4003158")] private Transform lookAtTarget; // Token: 0x04003159 RID: 12633 [FieldOffset(Offset = "0x30")] [Token(Token = "0x4003159")] private float stopLookTime; // Token: 0x0400315A RID: 12634 [FieldOffset(Offset = "0x34")] [Token(Token = "0x400315A")] private float weight; // Token: 0x0400315B RID: 12635 [FieldOffset(Offset = "0x38")] [Token(Token = "0x400315B")] private bool firstFBBIKSolve; } }