Files
NobetaSource/Cpp2IL/Assembly-CSharp/RootMotion/Demos/FBIKBendGoal.cs
2023-09-06 22:00:49 +02:00

65 lines
2.0 KiB
C#

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;
}
}