using System; using Cpp2IlInjected; using UnityEngine.Bindings; namespace UnityEngine { // Token: 0x0200001A RID: 26 [Token(Token = "0x200001A")] [NativeHeader("Modules/Animation/ScriptBindings/AvatarBuilder.bindings.h")] [NativeHeader("Modules/Animation/HumanDescription.h")] public struct HumanDescription { // Token: 0x04000089 RID: 137 [FieldOffset(Offset = "0x0")] [Token(Token = "0x4000089")] [NativeName("m_Human")] public HumanBone[] human; // Token: 0x0400008A RID: 138 [FieldOffset(Offset = "0x8")] [Token(Token = "0x400008A")] [NativeName("m_Skeleton")] public SkeletonBone[] skeleton; // Token: 0x0400008B RID: 139 [FieldOffset(Offset = "0x10")] [Token(Token = "0x400008B")] internal float m_ArmTwist; // Token: 0x0400008C RID: 140 [FieldOffset(Offset = "0x14")] [Token(Token = "0x400008C")] internal float m_ForeArmTwist; // Token: 0x0400008D RID: 141 [FieldOffset(Offset = "0x18")] [Token(Token = "0x400008D")] internal float m_UpperLegTwist; // Token: 0x0400008E RID: 142 [FieldOffset(Offset = "0x1C")] [Token(Token = "0x400008E")] internal float m_LegTwist; // Token: 0x0400008F RID: 143 [FieldOffset(Offset = "0x20")] [Token(Token = "0x400008F")] internal float m_ArmStretch; // Token: 0x04000090 RID: 144 [FieldOffset(Offset = "0x24")] [Token(Token = "0x4000090")] internal float m_LegStretch; // Token: 0x04000091 RID: 145 [FieldOffset(Offset = "0x28")] [Token(Token = "0x4000091")] internal float m_FeetSpacing; // Token: 0x04000092 RID: 146 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x4000092")] internal float m_GlobalScale; // Token: 0x04000093 RID: 147 [FieldOffset(Offset = "0x30")] [Token(Token = "0x4000093")] internal string m_RootMotionBoneName; // Token: 0x04000094 RID: 148 [FieldOffset(Offset = "0x38")] [Token(Token = "0x4000094")] internal bool m_HasTranslationDoF; // Token: 0x04000095 RID: 149 [FieldOffset(Offset = "0x39")] [Token(Token = "0x4000095")] internal bool m_HasExtraRoot; // Token: 0x04000096 RID: 150 [FieldOffset(Offset = "0x3A")] [Token(Token = "0x4000096")] internal bool m_SkeletonHasParents; } }