using System; using Cpp2IlInjected; using UnityEngine; namespace RootMotion.FinalIK { // Token: 0x0200005E RID: 94 [Token(Token = "0x200004E")] public class FBBIKArmBending : MonoBehaviour { // Token: 0x0600028C RID: 652 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x600024D")] [Address(RVA = "0xA92120", Offset = "0xA91120", VA = "0x180A92120")] private void LateUpdate() { } // Token: 0x0600028D RID: 653 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x600024E")] [Address(RVA = "0xA928C0", Offset = "0xA918C0", VA = "0x180A928C0")] private void OnPostFBBIK() { } // Token: 0x0600028E RID: 654 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x600024F")] [Address(RVA = "0xA927D0", Offset = "0xA917D0", VA = "0x180A927D0")] private void OnDestroy() { } // Token: 0x0600028F RID: 655 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x6000250")] [Address(RVA = "0x428AD0", Offset = "0x427AD0", VA = "0x180428AD0")] public FBBIKArmBending() { } // Token: 0x0400021B RID: 539 [FieldOffset(Offset = "0x18")] [Token(Token = "0x400019D")] public FullBodyBipedIK ik; // Token: 0x0400021C RID: 540 [FieldOffset(Offset = "0x20")] [Token(Token = "0x400019E")] public Vector3 bendDirectionOffsetLeft; // Token: 0x0400021D RID: 541 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x400019F")] public Vector3 bendDirectionOffsetRight; // Token: 0x0400021E RID: 542 [FieldOffset(Offset = "0x38")] [Token(Token = "0x40001A0")] public Vector3 characterSpaceBendOffsetLeft; // Token: 0x0400021F RID: 543 [FieldOffset(Offset = "0x44")] [Token(Token = "0x40001A1")] public Vector3 characterSpaceBendOffsetRight; // Token: 0x04000220 RID: 544 [FieldOffset(Offset = "0x50")] [Token(Token = "0x40001A2")] private Quaternion leftHandTargetRotation; // Token: 0x04000221 RID: 545 [FieldOffset(Offset = "0x60")] [Token(Token = "0x40001A3")] private Quaternion rightHandTargetRotation; // Token: 0x04000222 RID: 546 [FieldOffset(Offset = "0x70")] [Token(Token = "0x40001A4")] private bool initiated; } }