using System; using Cpp2IlInjected; using UnityEngine; namespace RecRoom.Core.AvatarSkeleton { // Token: 0x0200312C RID: 12588 [Token(Token = "0x200312C")] [CreateAssetMenu] public class AvatarSkeletonContent : ScriptableObject { // Token: 0x060154D7 RID: 87255 RVA: 0x004F7510 File Offset: 0x004F5710 [Token(Token = "0x60154D7")] [Address(RVA = "0x1F04DC0", Offset = "0x1F03DC0", VA = "0x181F04DC0")] public AvatarSkeletonContent() { int num = 0; this.HeadPivotOffset.z = (float)num; this.HeadPositionalFollowTime = 0.3f; this.HeadPositionalDeadZoneRadius = 0.2f; this.HeadPositionalInnerDeadZoneRadius = 0.08f; this.HeadPositionalInnerDeadZoneDelayTime = 0.5f; this.HeadPositionalReenterDeadZoneRadius = 0.04f; this.HeadRotationalFollowTime = 0.2f; this.HeadRotationalDeadZoneAngle = 40f; this.HeadRotationalInnerDeadZoneAngle = 10f; this.HeadRotationalInnerDeadZoneDelayTime = 0.5f; this.HeadRotationalReenterDeadZoneAngle = 1f; this.HeadRotationalMaxFollowAngle = 150f; this.TypicalFollowTimeSmoothTime = 0.1f; this.SkeletonPitchFollowTime = 0.2f; this.MinWalkingBackwardAngleThreshold = 95f; this.MaxWalkingForwardAngleThreshold = 90f; this.WalkingForwardBackwardBlendTime = 0.1f; this.SteeringBlendTime = 0.2f; this.SpeedChangeTime = 0.1f; this.DirectionChangeDampTime = 0.08f; this.TurnInPlaceDampTime = 0.08f; base..ctor(); } // Token: 0x0400E148 RID: 57672 [FieldOffset(Offset = "0x18")] [Token(Token = "0x400E148")] [Header("Body Geometry")] public Vector3 HeadPivotOffset; // Token: 0x0400E149 RID: 57673 [FieldOffset(Offset = "0x24")] [Token(Token = "0x400E149")] [Header("Head Follow")] [Tooltip("The number of seconds it takes for a positional follow to catch up when not steering.")] public float HeadPositionalFollowTime; // Token: 0x0400E14A RID: 57674 [FieldOffset(Offset = "0x28")] [Token(Token = "0x400E14A")] [Tooltip("An outer dead zone that has insantaneous effect.")] public float HeadPositionalDeadZoneRadius; // Token: 0x0400E14B RID: 57675 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x400E14B")] [Tooltip("An inner dead zone that has a time-delayed effect.")] public float HeadPositionalInnerDeadZoneRadius; // Token: 0x0400E14C RID: 57676 [FieldOffset(Offset = "0x30")] [Token(Token = "0x400E14C")] [Tooltip("The number of seconds the inner dead zone must be exceeded before a follow begins.")] public float HeadPositionalInnerDeadZoneDelayTime; // Token: 0x0400E14D RID: 57677 [FieldOffset(Offset = "0x34")] [Token(Token = "0x400E14D")] [Tooltip("The value that must be reached for a follow to end.")] public float HeadPositionalReenterDeadZoneRadius; // Token: 0x0400E14E RID: 57678 [FieldOffset(Offset = "0x38")] [Token(Token = "0x400E14E")] [Space] [Tooltip("The number of seconds it takes for a rotational follow to catch up when not steering.")] public float HeadRotationalFollowTime; // Token: 0x0400E14F RID: 57679 [FieldOffset(Offset = "0x3C")] [Token(Token = "0x400E14F")] [Tooltip("An outer dead zone that has insantaneous effect.")] public float HeadRotationalDeadZoneAngle; // Token: 0x0400E150 RID: 57680 [FieldOffset(Offset = "0x40")] [Token(Token = "0x400E150")] [Tooltip("An inner dead zone that has a time-delayed effect.")] public float HeadRotationalInnerDeadZoneAngle; // Token: 0x0400E151 RID: 57681 [FieldOffset(Offset = "0x44")] [Token(Token = "0x400E151")] [Tooltip("The number of seconds the inner dead zone must be exceeded before a follow begins.")] public float HeadRotationalInnerDeadZoneDelayTime; // Token: 0x0400E152 RID: 57682 [FieldOffset(Offset = "0x48")] [Token(Token = "0x400E152")] [Tooltip("The value that must be reached for a follow to end.")] public float HeadRotationalReenterDeadZoneAngle; // Token: 0x0400E153 RID: 57683 [FieldOffset(Offset = "0x4C")] [Token(Token = "0x400E153")] [Tooltip("The maximum amount the skeleton is allowed to follow behind the head.")] public float HeadRotationalMaxFollowAngle; // Token: 0x0400E154 RID: 57684 [FieldOffset(Offset = "0x50")] [Token(Token = "0x400E154")] [Space] [Tooltip("When just following the head, we use the \"...FollowTime\" settings, but when steering, we use 0 as the follow time. We need a way to smoothly transition between those two different follow times, and that's what this setting is.")] public float TypicalFollowTimeSmoothTime; // Token: 0x0400E155 RID: 57685 [FieldOffset(Offset = "0x54")] [Token(Token = "0x400E155")] [Tooltip("Special-case smooth time for transitioning into flying to compensate for the considerably greateraccelerations and max speeds experienced while flying compared with other typical forms of locomotion.")] public float FlyingFollowTimeSmoothTime; // Token: 0x0400E156 RID: 57686 [FieldOffset(Offset = "0x58")] [Token(Token = "0x400E156")] [Header("Misc")] public float SkeletonPitchFollowTime; // Token: 0x0400E157 RID: 57687 [FieldOffset(Offset = "0x60")] [Token(Token = "0x400E157")] [Tooltip("Time axis is the normalized distance the hand effector currently is from the origin of the upper arm bone. A time of 0 implies the hand effector is directly on top of the upper arm origin (ie: up at your shoulder), a time = 1, that implies the hand effector is somewhere exactly a full arm's length away, a time of 1.7 implies the hand effector is somewhere exactly 1.7 times the arm's length away. Value axis is the effector weight from 0 to 1.")] public AnimationCurve HandEffectorWeight; // Token: 0x0400E158 RID: 57688 [FieldOffset(Offset = "0x68")] [Token(Token = "0x400E158")] public float MinWalkingBackwardAngleThreshold; // Token: 0x0400E159 RID: 57689 [FieldOffset(Offset = "0x6C")] [Token(Token = "0x400E159")] public float MaxWalkingForwardAngleThreshold; // Token: 0x0400E15A RID: 57690 [FieldOffset(Offset = "0x70")] [Token(Token = "0x400E15A")] public float WalkingForwardBackwardBlendTime; // Token: 0x0400E15B RID: 57691 [FieldOffset(Offset = "0x74")] [Token(Token = "0x400E15B")] public float SteeringBlendTime; // Token: 0x0400E15C RID: 57692 [FieldOffset(Offset = "0x78")] [Token(Token = "0x400E15C")] public float SpeedChangeTime; // Token: 0x0400E15D RID: 57693 [FieldOffset(Offset = "0x7C")] [Token(Token = "0x400E15D")] public float DirectionChangeDampTime; // Token: 0x0400E15E RID: 57694 [FieldOffset(Offset = "0x80")] [Token(Token = "0x400E15E")] public float TurnInPlaceDampTime; } }