using System; using Cpp2IlInjected; using RootMotion.FinalIK; using UnityEngine; namespace RootMotion.Demos { // Token: 0x02000412 RID: 1042 [Token(Token = "0x2000412")] public class FBIKBendGoal : MonoBehaviour { // Token: 0x0600260C RID: 9740 RVA: 0x00058044 File Offset: 0x00056244 [Token(Token = "0x600260C")] [Address(RVA = "0xD13860", Offset = "0xD12860", VA = "0x180D13860")] private void Start() { Debug.Log("FBIKBendGoal is deprecated, you can now a bend goal from the custom inspector of the FullBodyBipedIK component."); } // Token: 0x0600260D RID: 9741 RVA: 0x0005805C File Offset: 0x0005625C [Token(Token = "0x600260D")] [Address(RVA = "0xD138C0", Offset = "0xD128C0", VA = "0x180D138C0")] 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: 0x0600260E RID: 9742 RVA: 0x000580E0 File Offset: 0x000562E0 [Token(Token = "0x600260E")] [Address(RVA = "0x328C40", Offset = "0x327C40", VA = "0x180328C40")] public FBIKBendGoal() { } // Token: 0x04002F93 RID: 12179 [FieldOffset(Offset = "0x18")] [Token(Token = "0x4002F93")] public FullBodyBipedIK ik; // Token: 0x04002F94 RID: 12180 [FieldOffset(Offset = "0x20")] [Token(Token = "0x4002F94")] public FullBodyBipedChain chain; // Token: 0x04002F95 RID: 12181 [FieldOffset(Offset = "0x24")] [Token(Token = "0x4002F95")] public float weight; } }