using System; using Cpp2IlInjected; using UnityEngine; namespace RootMotion.FinalIK { // Token: 0x02000446 RID: 1094 [Token(Token = "0x2000446")] [Serializable] public class InteractionLookAt { // Token: 0x0600278A RID: 10122 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x600278A")] [Address(RVA = "0x10D5AD0", Offset = "0x10D48D0", VA = "0x1810D5AD0")] public void Look(Transform target, float time) { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x0600278B RID: 10123 RVA: 0x000020D3 File Offset: 0x000002D3 [Token(Token = "0x600278B")] [Address(RVA = "0x10D5E50", Offset = "0x10D4C50", VA = "0x1810D5E50")] public void Update() { throw new AnalysisFailedException("CPP2IL failed to recover any usable IL for this method."); } // Token: 0x0600278C RID: 10124 RVA: 0x000576B0 File Offset: 0x000558B0 [Token(Token = "0x600278C")] [Address(RVA = "0x10D5D30", Offset = "0x10D4B30", VA = "0x1810D5D30")] 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: 0x0600278D RID: 10125 RVA: 0x00057750 File Offset: 0x00055950 [Token(Token = "0x600278D")] [Address(RVA = "0x10D5C60", Offset = "0x10D4A60", VA = "0x1810D5C60")] 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: 0x0600278E RID: 10126 RVA: 0x000577CC File Offset: 0x000559CC [Token(Token = "0x600278E")] [Address(RVA = "0x10D60D0", Offset = "0x10D4ED0", VA = "0x1810D60D0")] public InteractionLookAt() { } // Token: 0x04003112 RID: 12562 [FieldOffset(Offset = "0x10")] [Token(Token = "0x4003112")] [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: 0x04003113 RID: 12563 [FieldOffset(Offset = "0x18")] [Token(Token = "0x4003113")] [Tooltip("Interpolation speed of the LookAtIK target.")] public float lerpSpeed = 5f; // Token: 0x04003114 RID: 12564 [FieldOffset(Offset = "0x1C")] [Token(Token = "0x4003114")] [Tooltip("Interpolation speed of the LookAtIK weight.")] public float weightSpeed = 1f; // Token: 0x04003115 RID: 12565 [FieldOffset(Offset = "0x20")] [Token(Token = "0x4003115")] [HideInInspector] public bool isPaused; // Token: 0x04003116 RID: 12566 [FieldOffset(Offset = "0x28")] [Token(Token = "0x4003116")] private Transform lookAtTarget; // Token: 0x04003117 RID: 12567 [FieldOffset(Offset = "0x30")] [Token(Token = "0x4003117")] private float stopLookTime; // Token: 0x04003118 RID: 12568 [FieldOffset(Offset = "0x34")] [Token(Token = "0x4003118")] private float weight; // Token: 0x04003119 RID: 12569 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4003119")] private bool firstFBBIKSolve; } }