using System; using Cpp2IlInjected; using RootMotion.FinalIK; using UnityEngine; namespace RootMotion.Demos { // Token: 0x020003BA RID: 954 [Token(Token = "0x20003BA")] public class FBIKBendGoal : MonoBehaviour { // Token: 0x06002343 RID: 9027 RVA: 0x00050D98 File Offset: 0x0004EF98 [Token(Token = "0x6002343")] [Address(RVA = "0x4B7B20", Offset = "0x4B6920", VA = "0x1804B7B20")] private void Start() { Debug.Log("FBIKBendGoal is deprecated, you can now a bend goal from the custom inspector of the FullBodyBipedIK component."); } // Token: 0x06002344 RID: 9028 RVA: 0x00050DB0 File Offset: 0x0004EFB0 [Token(Token = "0x6002344")] [Address(RVA = "0x4B7B80", Offset = "0x4B6980", VA = "0x1804B7B80")] 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: 0x06002345 RID: 9029 RVA: 0x00050E34 File Offset: 0x0004F034 [Token(Token = "0x6002345")] [Address(RVA = "0x3088F0", Offset = "0x3076F0", VA = "0x1803088F0")] public FBIKBendGoal() { } // Token: 0x04002CA9 RID: 11433 [FieldOffset(Offset = "0x18")] [Token(Token = "0x4002CA9")] public FullBodyBipedIK ik; // Token: 0x04002CAA RID: 11434 [FieldOffset(Offset = "0x20")] [Token(Token = "0x4002CAA")] public FullBodyBipedChain chain; // Token: 0x04002CAB RID: 11435 [FieldOffset(Offset = "0x24")] [Token(Token = "0x4002CAB")] public float weight; } }