Files
27Aug2021-Cpp2IL-Dump/Assembly-CSharp-firstpass/RootMotion/FinalIK/AimController.cs
T
niko c12fbe3fc6 m
2026-04-12 16:51:38 +02:00

248 lines
7.9 KiB
C#

using System;
using System.Collections;
using Cpp2IlInjected;
using UnityEngine;
namespace RootMotion.FinalIK
{
// Token: 0x020000B4 RID: 180
[Token(Token = "0x2000078")]
public class AimController : MonoBehaviour
{
// Token: 0x060005E8 RID: 1512 RVA: 0x00002053 File Offset: 0x00000253
[Token(Token = "0x60004AA")]
[Address(RVA = "0xA8B010", Offset = "0xA8A010", VA = "0x180A8B010")]
private void Start()
{
}
// Token: 0x060005E9 RID: 1513 RVA: 0x00002053 File Offset: 0x00000253
[Token(Token = "0x60004AB")]
[Address(RVA = "0xA89E50", Offset = "0xA88E50", VA = "0x180A89E50")]
private void LateUpdate()
{
}
// Token: 0x170000AB RID: 171
// (get) Token: 0x060005EA RID: 1514 RVA: 0x00004668 File Offset: 0x00002868
[Token(Token = "0x1700006B")]
private Vector3 pivot
{
[Token(Token = "0x60004AC")]
[Address(RVA = "0xA8B290", Offset = "0xA8A290", VA = "0x180A8B290")]
get
{
return default(Vector3);
}
}
// Token: 0x060005EB RID: 1515 RVA: 0x00002053 File Offset: 0x00000253
[Token(Token = "0x60004AD")]
[Address(RVA = "0xA89C40", Offset = "0xA88C40", VA = "0x180A89C40")]
private void ApplyMinDistance()
{
}
// Token: 0x060005EC RID: 1516 RVA: 0x00002053 File Offset: 0x00000253
[Token(Token = "0x60004AE")]
[Address(RVA = "0xA8AC50", Offset = "0xA89C50", VA = "0x180A8AC50")]
private void RootRotation()
{
}
// Token: 0x060005ED RID: 1517 RVA: 0x00002050 File Offset: 0x00000250
[Token(Token = "0x60004AF")]
[Address(RVA = "0xA8B150", Offset = "0xA8A150", VA = "0x180A8B150")]
private IEnumerator TurnToTarget()
{
return null;
}
// Token: 0x060005EE RID: 1518 RVA: 0x00002053 File Offset: 0x00000253
[Token(Token = "0x60004B0")]
[Address(RVA = "0xA8B1B0", Offset = "0xA8A1B0", VA = "0x180A8B1B0")]
public AimController()
{
}
// Token: 0x04000556 RID: 1366
[FieldOffset(Offset = "0x18")]
[Token(Token = "0x4000381")]
[Tooltip("Reference to the AimIK component.")]
public AimIK ik;
// Token: 0x04000557 RID: 1367
[FieldOffset(Offset = "0x20")]
[Token(Token = "0x4000382")]
[Tooltip("Master weight of the IK solver.")]
[Range(0f, 1f)]
public float weight;
// Token: 0x04000558 RID: 1368
[FieldOffset(Offset = "0x28")]
[Token(Token = "0x4000383")]
[Header("Target Smoothing")]
[Tooltip("The target to aim at. Do not use the Target transform that is assigned to AimIK. Set to null if you wish to stop aiming.")]
public Transform target;
// Token: 0x04000559 RID: 1369
[FieldOffset(Offset = "0x30")]
[Token(Token = "0x4000384")]
[Tooltip("The time it takes to switch targets.")]
public float targetSwitchSmoothTime;
// Token: 0x0400055A RID: 1370
[FieldOffset(Offset = "0x34")]
[Token(Token = "0x4000385")]
[Tooltip("The time it takes to blend in/out of AimIK weight.")]
public float weightSmoothTime;
// Token: 0x0400055B RID: 1371
[FieldOffset(Offset = "0x38")]
[Token(Token = "0x4000386")]
[Header("Turning Towards The Target")]
[Tooltip("Enables smooth turning towards the target according to the parameters under this header.")]
public bool smoothTurnTowardsTarget;
// Token: 0x0400055C RID: 1372
[FieldOffset(Offset = "0x3C")]
[Token(Token = "0x4000387")]
[Tooltip("Speed of turning towards the target using Vector3.RotateTowards.")]
public float maxRadiansDelta;
// Token: 0x0400055D RID: 1373
[FieldOffset(Offset = "0x40")]
[Token(Token = "0x4000388")]
[Tooltip("Speed of moving towards the target using Vector3.RotateTowards.")]
public float maxMagnitudeDelta;
// Token: 0x0400055E RID: 1374
[FieldOffset(Offset = "0x44")]
[Token(Token = "0x4000389")]
[Tooltip("Speed of slerping towards the target.")]
public float slerpSpeed;
// Token: 0x0400055F RID: 1375
[FieldOffset(Offset = "0x48")]
[Token(Token = "0x400038A")]
[Tooltip("Smoothing time for turning towards the yaw and pitch of the target using Mathf.SmoothDampAngle. Value of 0 means smooth damping is disabled.")]
public float smoothDampTime;
// Token: 0x04000560 RID: 1376
[FieldOffset(Offset = "0x4C")]
[Token(Token = "0x400038B")]
[Tooltip("The position of the pivot that the aim target is rotated around relative to the root of the character.")]
public Vector3 pivotOffsetFromRoot;
// Token: 0x04000561 RID: 1377
[FieldOffset(Offset = "0x58")]
[Token(Token = "0x400038C")]
[Tooltip("Minimum distance of aiming from the first bone. Keeps the solver from failing if the target is too close.")]
public float minDistance;
// Token: 0x04000562 RID: 1378
[FieldOffset(Offset = "0x5C")]
[Token(Token = "0x400038D")]
[Tooltip("Offset applied to the target in world space. Convenient for scripting aiming inaccuracy.")]
public Vector3 offset;
// Token: 0x04000563 RID: 1379
[FieldOffset(Offset = "0x68")]
[Token(Token = "0x400038E")]
[Header("RootRotation")]
[Tooltip("Character root will be rotate around the Y axis to keep root forward within this angle from the aiming direction.")]
[Range(0f, 180f)]
public float maxRootAngle;
// Token: 0x04000564 RID: 1380
[FieldOffset(Offset = "0x6C")]
[Token(Token = "0x400038F")]
[Tooltip("If enabled, aligns the root forward to target direction after 'Max Root Angle' has been exceeded.")]
public bool turnToTarget;
// Token: 0x04000565 RID: 1381
[FieldOffset(Offset = "0x70")]
[Token(Token = "0x4000390")]
[Tooltip("The time of turning towards the target direction if 'Max Root Angle has been exceeded and 'Turn To Target' is enabled.")]
public float turnToTargetTime;
// Token: 0x04000566 RID: 1382
[FieldOffset(Offset = "0x74")]
[Token(Token = "0x4000391")]
[Header("Mode")]
[Tooltip("If true, AimIK will consider whatever the current direction of the weapon to be the forward aiming direction and work additively on top of that. This enables you to use recoil and reloading animations seamlessly with AimIK. Adjust the Vector3 value below if the weapon is not aiming perfectly forward in the aiming animation clip.")]
public bool useAnimatedAimDirection;
// Token: 0x04000567 RID: 1383
[FieldOffset(Offset = "0x78")]
[Token(Token = "0x4000392")]
[Tooltip("The direction of the animated weapon aiming in character space. Tweak this value to adjust the aiming. 'Use Animated Aim Direction' must be enabled for this property to work.")]
public Vector3 animatedAimDirection;
// Token: 0x04000568 RID: 1384
[FieldOffset(Offset = "0x88")]
[Token(Token = "0x4000393")]
private Transform lastTarget;
// Token: 0x04000569 RID: 1385
[FieldOffset(Offset = "0x90")]
[Token(Token = "0x4000394")]
private float switchWeight;
// Token: 0x0400056A RID: 1386
[FieldOffset(Offset = "0x94")]
[Token(Token = "0x4000395")]
private float switchWeightV;
// Token: 0x0400056B RID: 1387
[FieldOffset(Offset = "0x98")]
[Token(Token = "0x4000396")]
private float weightV;
// Token: 0x0400056C RID: 1388
[FieldOffset(Offset = "0x9C")]
[Token(Token = "0x4000397")]
private Vector3 lastPosition;
// Token: 0x0400056D RID: 1389
[FieldOffset(Offset = "0xA8")]
[Token(Token = "0x4000398")]
private Vector3 dir;
// Token: 0x0400056E RID: 1390
[FieldOffset(Offset = "0xB4")]
[Token(Token = "0x4000399")]
private bool lastSmoothTowardsTarget;
// Token: 0x0400056F RID: 1391
[FieldOffset(Offset = "0xB5")]
[Token(Token = "0x400039A")]
private bool turningToTarget;
// Token: 0x04000570 RID: 1392
[FieldOffset(Offset = "0xB8")]
[Token(Token = "0x400039B")]
private float turnToTargetMlp;
// Token: 0x04000571 RID: 1393
[FieldOffset(Offset = "0xBC")]
[Token(Token = "0x400039C")]
private float turnToTargetMlpV;
// Token: 0x04000572 RID: 1394
[FieldOffset(Offset = "0xC0")]
[Token(Token = "0x400039D")]
private float yawV;
// Token: 0x04000573 RID: 1395
[FieldOffset(Offset = "0xC4")]
[Token(Token = "0x400039E")]
private float pitchV;
// Token: 0x04000574 RID: 1396
[FieldOffset(Offset = "0xC8")]
[Token(Token = "0x400039F")]
private float dirMagV;
}
}