using System; using Cpp2IlInjected; using UnityEngine; namespace RootMotion.FinalIK { // Token: 0x020000D6 RID: 214 [Token(Token = "0x2000086")] public class PenetrationAvoidance : OffsetModifier { // Token: 0x06000686 RID: 1670 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x60004EC")] [Address(RVA = "0x29AA660", Offset = "0x29A9460", VA = "0x1829AA660", Slot = "4")] protected override void OnModifyOffset() { } // Token: 0x06000687 RID: 1671 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x60004ED")] [Address(RVA = "0x814740", Offset = "0x813540", VA = "0x180814740")] public PenetrationAvoidance() { } // Token: 0x0400060E RID: 1550 [FieldOffset(Offset = "0x30")] [Token(Token = "0x40003D3")] [Tooltip("Definitions of penetration avoidances.")] public PenetrationAvoidance.Avoider[] avoiders; // Token: 0x020000D7 RID: 215 [Token(Token = "0x2000115")] [Serializable] public class Avoider { // Token: 0x06000688 RID: 1672 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x60007C8")] [Address(RVA = "0x29A1F60", Offset = "0x29A0D60", VA = "0x1829A1F60")] public void Solve(IKSolverFullBodyBiped solver, float weight) { } // Token: 0x06000689 RID: 1673 RVA: 0x00004908 File Offset: 0x00002B08 [Token(Token = "0x60007C9")] [Address(RVA = "0x29A1A50", Offset = "0x29A0850", VA = "0x1829A1A50")] private Vector3 GetOffsetTarget(IKSolverFullBodyBiped solver) { return default(Vector3); } // Token: 0x0600068A RID: 1674 RVA: 0x00004920 File Offset: 0x00002B20 [Token(Token = "0x60007CA")] [Address(RVA = "0x29A1C60", Offset = "0x29A0A60", VA = "0x1829A1C60")] private Vector3 Raycast(Vector3 from, Vector3 to) { return default(Vector3); } // Token: 0x0600068B RID: 1675 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x60007CB")] [Address(RVA = "0x29A23A0", Offset = "0x29A11A0", VA = "0x1829A23A0")] public Avoider() { } // Token: 0x0400060F RID: 1551 [FieldOffset(Offset = "0x10")] [Token(Token = "0x40007E2")] [Tooltip("Bones to start the raycast from. Multiple raycasts can be used by assigning more than 1 bone.")] public Transform[] raycastFrom; // Token: 0x04000610 RID: 1552 [FieldOffset(Offset = "0x18")] [Token(Token = "0x40007E3")] [Tooltip("The Transform to raycast towards. Usually the body part that you want to keep from penetrating.")] public Transform raycastTo; // Token: 0x04000611 RID: 1553 [FieldOffset(Offset = "0x20")] [Token(Token = "0x40007E4")] [Tooltip("If 0, will use simple raycasting, if > 0, will use sphere casting (better, but slower).")] [Range(0f, 1f)] public float raycastRadius; // Token: 0x04000612 RID: 1554 [FieldOffset(Offset = "0x28")] [Token(Token = "0x40007E5")] [Tooltip("Linking this to FBBIK effectors.")] public PenetrationAvoidance.Avoider.EffectorLink[] effectors; // Token: 0x04000613 RID: 1555 [FieldOffset(Offset = "0x30")] [Token(Token = "0x40007E6")] [Tooltip("The time of smooth interpolation of the offset value to avoid penetration.")] public float smoothTimeIn; // Token: 0x04000614 RID: 1556 [FieldOffset(Offset = "0x34")] [Token(Token = "0x40007E7")] [Tooltip("The time of smooth interpolation of the offset value blending out of penetration avoidance.")] public float smoothTimeOut; // Token: 0x04000615 RID: 1557 [FieldOffset(Offset = "0x38")] [Token(Token = "0x40007E8")] [Tooltip("Layers to keep penetrating from.")] public LayerMask layers; // Token: 0x04000616 RID: 1558 [FieldOffset(Offset = "0x3C")] [Token(Token = "0x40007E9")] private Vector3 offset; // Token: 0x04000617 RID: 1559 [FieldOffset(Offset = "0x48")] [Token(Token = "0x40007EA")] private Vector3 offsetTarget; // Token: 0x04000618 RID: 1560 [FieldOffset(Offset = "0x54")] [Token(Token = "0x40007EB")] private Vector3 offsetV; // Token: 0x020000D8 RID: 216 [Token(Token = "0x2000138")] [Serializable] public class EffectorLink { // Token: 0x0600068C RID: 1676 RVA: 0x00002053 File Offset: 0x00000253 [Token(Token = "0x6000818")] [Address(RVA = "0x3F5100", Offset = "0x3F3F00", VA = "0x1803F5100")] public EffectorLink() { } // Token: 0x04000619 RID: 1561 [FieldOffset(Offset = "0x10")] [Token(Token = "0x400089D")] [Tooltip("Effector to apply the offset to.")] public FullBodyBipedEffector effector; // Token: 0x0400061A RID: 1562 [FieldOffset(Offset = "0x14")] [Token(Token = "0x400089E")] [Tooltip("Multiplier of the offset value, can be negative.")] public float weight; } } } }