Files
Apr2020-Cpp2Il-Dump/Assembly-CSharp-firstpass/RootMotion/FinalIK/Recoil.cs
T
niko 8fc35183db a
2026-04-11 22:19:20 +02:00

354 lines
10 KiB
C#

using System;
using Cpp2IlInjected;
using UnityEngine;
namespace RootMotion.FinalIK
{
// Token: 0x020000D9 RID: 217
[Token(Token = "0x2000087")]
public class Recoil : OffsetModifier
{
// Token: 0x170000C1 RID: 193
// (get) Token: 0x0600068D RID: 1677 RVA: 0x00004938 File Offset: 0x00002B38
[Token(Token = "0x17000072")]
public bool isFinished
{
[Token(Token = "0x60004EE")]
[Address(RVA = "0x29AFDB0", Offset = "0x29AEBB0", VA = "0x1829AFDB0")]
get
{
return default(bool);
}
}
// Token: 0x0600068E RID: 1678 RVA: 0x00002053 File Offset: 0x00000253
[Token(Token = "0x60004EF")]
[Address(RVA = "0x29AFCD0", Offset = "0x29AEAD0", VA = "0x1829AFCD0")]
public void SetHandRotations(Quaternion leftHandRotation, Quaternion rightHandRotation)
{
}
// Token: 0x0600068F RID: 1679 RVA: 0x00002053 File Offset: 0x00000253
[Token(Token = "0x60004F0")]
[Address(RVA = "0x29AE7B0", Offset = "0x29AD5B0", VA = "0x1829AE7B0")]
public void Fire(float magnitude)
{
}
// Token: 0x06000690 RID: 1680 RVA: 0x00002053 File Offset: 0x00000253
[Token(Token = "0x60004F1")]
[Address(RVA = "0x29AED00", Offset = "0x29ADB00", VA = "0x1829AED00", Slot = "4")]
protected override void OnModifyOffset()
{
}
// Token: 0x06000691 RID: 1681 RVA: 0x00002053 File Offset: 0x00000253
[Token(Token = "0x60004F2")]
[Address(RVA = "0x29AE5A0", Offset = "0x29AD3A0", VA = "0x1829AE5A0")]
private void AfterFBBIK()
{
}
// Token: 0x06000692 RID: 1682 RVA: 0x00002053 File Offset: 0x00000253
[Token(Token = "0x60004F3")]
[Address(RVA = "0x29AE550", Offset = "0x29AD350", VA = "0x1829AE550")]
private void AfterAimIK()
{
}
// Token: 0x170000C2 RID: 194
// (get) Token: 0x06000693 RID: 1683 RVA: 0x00002050 File Offset: 0x00000250
[Token(Token = "0x17000073")]
private IKEffector primaryHandEffector
{
[Token(Token = "0x60004F4")]
[Address(RVA = "0x29AFDD0", Offset = "0x29AEBD0", VA = "0x1829AFDD0")]
get
{
return null;
}
}
// Token: 0x170000C3 RID: 195
// (get) Token: 0x06000694 RID: 1684 RVA: 0x00002050 File Offset: 0x00000250
[Token(Token = "0x17000074")]
private IKEffector secondaryHandEffector
{
[Token(Token = "0x60004F5")]
[Address(RVA = "0x29AFE70", Offset = "0x29AEC70", VA = "0x1829AFE70")]
get
{
return null;
}
}
// Token: 0x170000C4 RID: 196
// (get) Token: 0x06000695 RID: 1685 RVA: 0x00002050 File Offset: 0x00000250
[Token(Token = "0x17000075")]
private Transform primaryHand
{
[Token(Token = "0x60004F6")]
[Address(RVA = "0x29AFE20", Offset = "0x29AEC20", VA = "0x1829AFE20")]
get
{
return null;
}
}
// Token: 0x170000C5 RID: 197
// (get) Token: 0x06000696 RID: 1686 RVA: 0x00002050 File Offset: 0x00000250
[Token(Token = "0x17000076")]
private Transform secondaryHand
{
[Token(Token = "0x60004F7")]
[Address(RVA = "0x29AFEC0", Offset = "0x29AECC0", VA = "0x1829AFEC0")]
get
{
return null;
}
}
// Token: 0x06000697 RID: 1687 RVA: 0x00002053 File Offset: 0x00000253
[Token(Token = "0x60004F8")]
[Address(RVA = "0x29AEA80", Offset = "0x29AD880", VA = "0x1829AEA80", Slot = "6")]
protected override void OnDestroy()
{
}
// Token: 0x06000698 RID: 1688 RVA: 0x00002053 File Offset: 0x00000253
[Token(Token = "0x60004F9")]
[Address(RVA = "0x29AFD00", Offset = "0x29AEB00", VA = "0x1829AFD00")]
public Recoil()
{
}
// Token: 0x0400061B RID: 1563
[FieldOffset(Offset = "0x30")]
[Token(Token = "0x40003D4")]
[Tooltip("Reference to the AimIK component. Optional, only used to getting the aiming direction.")]
public AimIK aimIK;
// Token: 0x0400061C RID: 1564
[FieldOffset(Offset = "0x38")]
[Token(Token = "0x40003D5")]
[Tooltip("Set this true if you are using IKExecutionOrder.cs or a custom script to force AimIK solve after FBBIK.")]
public bool aimIKSolvedLast;
// Token: 0x0400061D RID: 1565
[FieldOffset(Offset = "0x3C")]
[Token(Token = "0x40003D6")]
[Tooltip("Which hand is holding the weapon?")]
public Recoil.Handedness handedness;
// Token: 0x0400061E RID: 1566
[FieldOffset(Offset = "0x40")]
[Token(Token = "0x40003D7")]
[Tooltip("Check for 2-handed weapons.")]
public bool twoHanded;
// Token: 0x0400061F RID: 1567
[FieldOffset(Offset = "0x48")]
[Token(Token = "0x40003D8")]
[Tooltip("Weight curve for the recoil offsets. Recoil procedure is as long as this curve.")]
public AnimationCurve recoilWeight;
// Token: 0x04000620 RID: 1568
[FieldOffset(Offset = "0x50")]
[Token(Token = "0x40003D9")]
[Tooltip("How much is the magnitude randomized each time Recoil is called?")]
public float magnitudeRandom;
// Token: 0x04000621 RID: 1569
[FieldOffset(Offset = "0x54")]
[Token(Token = "0x40003DA")]
[Tooltip("How much is the rotation randomized each time Recoil is called?")]
public Vector3 rotationRandom;
// Token: 0x04000622 RID: 1570
[FieldOffset(Offset = "0x60")]
[Token(Token = "0x40003DB")]
[Tooltip("Rotating the primary hand bone for the recoil (in local space).")]
public Vector3 handRotationOffset;
// Token: 0x04000623 RID: 1571
[FieldOffset(Offset = "0x6C")]
[Token(Token = "0x40003DC")]
[Tooltip("Time of blending in another recoil when doing automatic fire.")]
public float blendTime;
// Token: 0x04000624 RID: 1572
[FieldOffset(Offset = "0x70")]
[Token(Token = "0x40003DD")]
[Space]
[Space(10f)]
[Tooltip("FBBIK effector position offsets for the recoil (in aiming direction space).")]
public Recoil.RecoilOffset[] offsets;
// Token: 0x04000625 RID: 1573
[FieldOffset(Offset = "0x78")]
[Token(Token = "0x40003DE")]
[HideInInspector]
public Quaternion rotationOffset;
// Token: 0x04000626 RID: 1574
[FieldOffset(Offset = "0x88")]
[Token(Token = "0x40003DF")]
private float magnitudeMlp;
// Token: 0x04000627 RID: 1575
[FieldOffset(Offset = "0x8C")]
[Token(Token = "0x40003E0")]
private float endTime;
// Token: 0x04000628 RID: 1576
[FieldOffset(Offset = "0x90")]
[Token(Token = "0x40003E1")]
private Quaternion handRotation;
// Token: 0x04000629 RID: 1577
[FieldOffset(Offset = "0xA0")]
[Token(Token = "0x40003E2")]
private Quaternion secondaryHandRelativeRotation;
// Token: 0x0400062A RID: 1578
[FieldOffset(Offset = "0xB0")]
[Token(Token = "0x40003E3")]
private Quaternion randomRotation;
// Token: 0x0400062B RID: 1579
[FieldOffset(Offset = "0xC0")]
[Token(Token = "0x40003E4")]
private float length;
// Token: 0x0400062C RID: 1580
[FieldOffset(Offset = "0xC4")]
[Token(Token = "0x40003E5")]
private bool initiated;
// Token: 0x0400062D RID: 1581
[FieldOffset(Offset = "0xC8")]
[Token(Token = "0x40003E6")]
private float blendWeight;
// Token: 0x0400062E RID: 1582
[FieldOffset(Offset = "0xCC")]
[Token(Token = "0x40003E7")]
private float w;
// Token: 0x0400062F RID: 1583
[FieldOffset(Offset = "0xD0")]
[Token(Token = "0x40003E8")]
private Quaternion primaryHandRotation;
// Token: 0x04000630 RID: 1584
[FieldOffset(Offset = "0xE0")]
[Token(Token = "0x40003E9")]
private bool handRotationsSet;
// Token: 0x04000631 RID: 1585
[FieldOffset(Offset = "0xE4")]
[Token(Token = "0x40003EA")]
private Vector3 aimIKAxis;
// Token: 0x020000DA RID: 218
[Token(Token = "0x2000116")]
[Serializable]
public class RecoilOffset
{
// Token: 0x06000699 RID: 1689 RVA: 0x00002053 File Offset: 0x00000253
[Token(Token = "0x60007CC")]
[Address(RVA = "0x29AE450", Offset = "0x29AD250", VA = "0x1829AE450")]
public void Start()
{
}
// Token: 0x0600069A RID: 1690 RVA: 0x00002053 File Offset: 0x00000253
[Token(Token = "0x60007CD")]
[Address(RVA = "0x29AE140", Offset = "0x29ACF40", VA = "0x1829AE140")]
public void Apply(IKSolverFullBodyBiped solver, Quaternion rotation, float masterWeight, float length, float timeLeft)
{
}
// Token: 0x0600069B RID: 1691 RVA: 0x00002053 File Offset: 0x00000253
[Token(Token = "0x60007CE")]
[Address(RVA = "0x29AE530", Offset = "0x29AD330", VA = "0x1829AE530")]
public RecoilOffset()
{
}
// Token: 0x04000632 RID: 1586
[FieldOffset(Offset = "0x10")]
[Token(Token = "0x40007EC")]
[Tooltip("Offset vector for the associated effector when doing recoil.")]
public Vector3 offset;
// Token: 0x04000633 RID: 1587
[FieldOffset(Offset = "0x1C")]
[Token(Token = "0x40007ED")]
[Tooltip("When firing before the last recoil has faded, how much of the current recoil offset will be maintained?")]
[Range(0f, 1f)]
public float additivity;
// Token: 0x04000634 RID: 1588
[FieldOffset(Offset = "0x20")]
[Token(Token = "0x40007EE")]
[Tooltip("Max additive recoil for automatic fire.")]
public float maxAdditiveOffsetMag;
// Token: 0x04000635 RID: 1589
[FieldOffset(Offset = "0x28")]
[Token(Token = "0x40007EF")]
[Tooltip("Linking this recoil offset to FBBIK effectors.")]
public Recoil.RecoilOffset.EffectorLink[] effectorLinks;
// Token: 0x04000636 RID: 1590
[FieldOffset(Offset = "0x30")]
[Token(Token = "0x40007F0")]
private Vector3 additiveOffset;
// Token: 0x04000637 RID: 1591
[FieldOffset(Offset = "0x3C")]
[Token(Token = "0x40007F1")]
private Vector3 lastOffset;
// Token: 0x020000DB RID: 219
[Token(Token = "0x2000139")]
[Serializable]
public class EffectorLink
{
// Token: 0x0600069C RID: 1692 RVA: 0x00002053 File Offset: 0x00000253
[Token(Token = "0x6000819")]
[Address(RVA = "0x3F5100", Offset = "0x3F3F00", VA = "0x1803F5100")]
public EffectorLink()
{
}
// Token: 0x04000638 RID: 1592
[FieldOffset(Offset = "0x10")]
[Token(Token = "0x400089F")]
[Tooltip("Type of the FBBIK effector to use")]
public FullBodyBipedEffector effector;
// Token: 0x04000639 RID: 1593
[FieldOffset(Offset = "0x14")]
[Token(Token = "0x40008A0")]
[Tooltip("Weight of using this effector")]
public float weight;
}
}
// Token: 0x020000DC RID: 220
[Token(Token = "0x2000117")]
[Serializable]
public enum Handedness
{
// Token: 0x0400063B RID: 1595
[Token(Token = "0x40007F3")]
Right,
// Token: 0x0400063C RID: 1596
[Token(Token = "0x40007F4")]
Left
}
}
}