using System; using Cpp2IlInjected; using UnityEngine; namespace RootMotion.FinalIK { // Token: 0x020000CE RID: 206 [Token(Token = "0x2000082")] public class LookAtController : MonoBehaviour { // Token: 0x0600065C RID: 1628 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x60004D4")] [Address(RVA = "0xD92230", Offset = "0xD91230", VA = "0x180D92230")] private void Start() { } // Token: 0x0600065D RID: 1629 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x60004D5")] [Address(RVA = "0xD91480", Offset = "0xD90480", VA = "0x180D91480")] private void LateUpdate() { } // Token: 0x170000BA RID: 186 // (get) Token: 0x0600065E RID: 1630 RVA: 0x00004860 File Offset: 0x00002A60 [Token(Token = "0x1700006F")] private Vector3 pivot { [Token(Token = "0x60004D6")] [Address(RVA = "0xD92400", Offset = "0xD91400", VA = "0x180D92400")] get { return default(Vector3); } } // Token: 0x0600065F RID: 1631 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x60004D7")] [Address(RVA = "0xD91270", Offset = "0xD90270", VA = "0x180D91270")] private void ApplyMinDistance() { } // Token: 0x06000660 RID: 1632 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x60004D8")] [Address(RVA = "0xD91ED0", Offset = "0xD90ED0", VA = "0x180D91ED0")] private void RootRotation() { } // Token: 0x06000661 RID: 1633 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x60004D9")] [Address(RVA = "0xD92350", Offset = "0xD91350", VA = "0x180D92350")] public LookAtController() { } // Token: 0x040005DE RID: 1502 [FieldOffset(Offset = "0x18")] [Token(Token = "0x40003B8")] public LookAtIK ik; // Token: 0x040005DF RID: 1503 [FieldOffset(Offset = "0x20")] [Token(Token = "0x40003B9")] [Header("Target Smoothing")] [Tooltip("The target to look at. Do not use the Target transform that is assigned to LookAtIK. Set to null if you wish to stop looking.")] public Transform target; // Token: 0x040005E0 RID: 1504 [FieldOffset(Offset = "0x28")] [Token(Token = "0x40003BA")] [Range(0f, 1f)] public float weight; // Token: 0x040005E1 RID: 1505 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x40003BB")] public Vector3 offset; // Token: 0x040005E2 RID: 1506 [FieldOffset(Offset = "0x38")] [Token(Token = "0x40003BC")] [Tooltip("The time it takes to switch targets.")] public float targetSwitchSmoothTime; // Token: 0x040005E3 RID: 1507 [FieldOffset(Offset = "0x3C")] [Token(Token = "0x40003BD")] [Tooltip("The time it takes to blend in/out of LookAtIK weight.")] public float weightSmoothTime; // Token: 0x040005E4 RID: 1508 [FieldOffset(Offset = "0x40")] [Token(Token = "0x40003BE")] [Header("Turning Towards The Target")] [Tooltip("Enables smooth turning towards the target according to the parameters under this header.")] public bool smoothTurnTowardsTarget; // Token: 0x040005E5 RID: 1509 [FieldOffset(Offset = "0x44")] [Token(Token = "0x40003BF")] [Tooltip("Speed of turning towards the target using Vector3.RotateTowards.")] public float maxRadiansDelta; // Token: 0x040005E6 RID: 1510 [FieldOffset(Offset = "0x48")] [Token(Token = "0x40003C0")] [Tooltip("Speed of moving towards the target using Vector3.RotateTowards.")] public float maxMagnitudeDelta; // Token: 0x040005E7 RID: 1511 [FieldOffset(Offset = "0x4C")] [Token(Token = "0x40003C1")] [Tooltip("Speed of slerping towards the target.")] public float slerpSpeed; // Token: 0x040005E8 RID: 1512 [FieldOffset(Offset = "0x50")] [Token(Token = "0x40003C2")] [Tooltip("The position of the pivot that the look at target is rotated around relative to the root of the character.")] public Vector3 pivotOffsetFromRoot; // Token: 0x040005E9 RID: 1513 [FieldOffset(Offset = "0x5C")] [Token(Token = "0x40003C3")] [Tooltip("Minimum distance of looking from the first bone. Keeps the solver from failing if the target is too close.")] public float minDistance; // Token: 0x040005EA RID: 1514 [FieldOffset(Offset = "0x60")] [Token(Token = "0x40003C4")] [Header("RootRotation")] [Tooltip("Character root will be rotate around the Y axis to keep root forward within this angle from the look direction.")] [Range(0f, 180f)] public float maxRootAngle; // Token: 0x040005EB RID: 1515 [FieldOffset(Offset = "0x68")] [Token(Token = "0x40003C5")] private Transform lastTarget; // Token: 0x040005EC RID: 1516 [FieldOffset(Offset = "0x70")] [Token(Token = "0x40003C6")] private float switchWeight; // Token: 0x040005ED RID: 1517 [FieldOffset(Offset = "0x74")] [Token(Token = "0x40003C7")] private float switchWeightV; // Token: 0x040005EE RID: 1518 [FieldOffset(Offset = "0x78")] [Token(Token = "0x40003C8")] private float weightV; // Token: 0x040005EF RID: 1519 [FieldOffset(Offset = "0x7C")] [Token(Token = "0x40003C9")] private Vector3 lastPosition; // Token: 0x040005F0 RID: 1520 [FieldOffset(Offset = "0x88")] [Token(Token = "0x40003CA")] private Vector3 dir; // Token: 0x040005F1 RID: 1521 [FieldOffset(Offset = "0x94")] [Token(Token = "0x40003CB")] private bool lastSmoothTowardsTarget; } }