Files
niko 8fc35183db a
2026-04-11 22:19:20 +02:00

175 lines
5.1 KiB
C#

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 = "0x29A93D0", Offset = "0x29A81D0", VA = "0x1829A93D0")]
private void Start()
{
}
// Token: 0x0600065D RID: 1629 RVA: 0x00002053 File Offset: 0x00000253
[Token(Token = "0x60004D5")]
[Address(RVA = "0x29A8620", Offset = "0x29A7420", VA = "0x1829A8620")]
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 = "0x29A95A0", Offset = "0x29A83A0", VA = "0x1829A95A0")]
get
{
return default(Vector3);
}
}
// Token: 0x0600065F RID: 1631 RVA: 0x00002053 File Offset: 0x00000253
[Token(Token = "0x60004D7")]
[Address(RVA = "0x29A8410", Offset = "0x29A7210", VA = "0x1829A8410")]
private void ApplyMinDistance()
{
}
// Token: 0x06000660 RID: 1632 RVA: 0x00002053 File Offset: 0x00000253
[Token(Token = "0x60004D8")]
[Address(RVA = "0x29A9070", Offset = "0x29A7E70", VA = "0x1829A9070")]
private void RootRotation()
{
}
// Token: 0x06000661 RID: 1633 RVA: 0x00002053 File Offset: 0x00000253
[Token(Token = "0x60004D9")]
[Address(RVA = "0x29A94F0", Offset = "0x29A82F0", VA = "0x1829A94F0")]
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;
}
}