using System; using Cpp2IlInjected; using RootMotion.FinalIK; using UnityEngine; namespace RootMotion.Demos { // Token: 0x020000FF RID: 255 [Token(Token = "0x20000A2")] public class FPSAiming : MonoBehaviour { // Token: 0x0600072A RID: 1834 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x6000579")] [Address(RVA = "0xE22330", Offset = "0xE21330", VA = "0x180E22330")] private void Start() { } // Token: 0x0600072B RID: 1835 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x600057A")] [Address(RVA = "0xA1DE00", Offset = "0xA1CE00", VA = "0x180A1DE00")] private void FixedUpdate() { } // Token: 0x0600072C RID: 1836 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x600057B")] [Address(RVA = "0xE21130", Offset = "0xE20130", VA = "0x180E21130")] private void LateUpdate() { } // Token: 0x0600072D RID: 1837 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x600057C")] [Address(RVA = "0xE20CE0", Offset = "0xE1FCE0", VA = "0x180E20CE0")] private void Aiming() { } // Token: 0x0600072E RID: 1838 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x600057D")] [Address(RVA = "0xE21250", Offset = "0xE20250", VA = "0x180E21250")] private void LookDownTheSight() { } // Token: 0x0600072F RID: 1839 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x600057E")] [Address(RVA = "0xE21FD0", Offset = "0xE20FD0", VA = "0x180E21FD0")] private void RotateCharacter() { } // Token: 0x06000730 RID: 1840 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x600057F")] [Address(RVA = "0xE22510", Offset = "0xE21510", VA = "0x180E22510")] public FPSAiming() { } // Token: 0x04000720 RID: 1824 [FieldOffset(Offset = "0x18")] [Token(Token = "0x400049C")] [Range(0f, 1f)] public float aimWeight; // Token: 0x04000721 RID: 1825 [FieldOffset(Offset = "0x1C")] [Token(Token = "0x400049D")] [Range(0f, 1f)] public float sightWeight; // Token: 0x04000722 RID: 1826 [FieldOffset(Offset = "0x20")] [Token(Token = "0x400049E")] [Range(0f, 180f)] public float maxAngle; // Token: 0x04000723 RID: 1827 [FieldOffset(Offset = "0x24")] [Token(Token = "0x400049F")] public Vector3 aimOffset; // Token: 0x04000724 RID: 1828 [FieldOffset(Offset = "0x30")] [Token(Token = "0x40004A0")] public bool animatePhysics; // Token: 0x04000725 RID: 1829 [FieldOffset(Offset = "0x38")] [Token(Token = "0x40004A1")] public Transform gun; // Token: 0x04000726 RID: 1830 [FieldOffset(Offset = "0x40")] [Token(Token = "0x40004A2")] public Transform gunTarget; // Token: 0x04000727 RID: 1831 [FieldOffset(Offset = "0x48")] [Token(Token = "0x40004A3")] public FullBodyBipedIK ik; // Token: 0x04000728 RID: 1832 [FieldOffset(Offset = "0x50")] [Token(Token = "0x40004A4")] public AimIK gunAim; // Token: 0x04000729 RID: 1833 [FieldOffset(Offset = "0x58")] [Token(Token = "0x40004A5")] public AimIK headAim; // Token: 0x0400072A RID: 1834 [FieldOffset(Offset = "0x60")] [Token(Token = "0x40004A6")] public CameraControllerFPS cam; // Token: 0x0400072B RID: 1835 [FieldOffset(Offset = "0x68")] [Token(Token = "0x40004A7")] public Recoil recoil; // Token: 0x0400072C RID: 1836 [FieldOffset(Offset = "0x70")] [Token(Token = "0x40004A8")] [Range(0f, 1f)] public float cameraRecoilWeight; // Token: 0x0400072D RID: 1837 [FieldOffset(Offset = "0x74")] [Token(Token = "0x40004A9")] private Vector3 gunTargetDefaultLocalPosition; // Token: 0x0400072E RID: 1838 [FieldOffset(Offset = "0x80")] [Token(Token = "0x40004AA")] private Vector3 gunTargetDefaultLocalRotation; // Token: 0x0400072F RID: 1839 [FieldOffset(Offset = "0x8C")] [Token(Token = "0x40004AB")] private Vector3 camDefaultLocalPosition; // Token: 0x04000730 RID: 1840 [FieldOffset(Offset = "0x98")] [Token(Token = "0x40004AC")] private Vector3 camRelativeToGunTarget; // Token: 0x04000731 RID: 1841 [FieldOffset(Offset = "0xA4")] [Token(Token = "0x40004AD")] private bool updateFrame; } }