using System; using Cpp2IlInjected; using UnityEngine; namespace RecRoom.Core.AvatarSkeleton { // Token: 0x02003041 RID: 12353 [Token(Token = "0x2003041")] [CreateAssetMenu] public class AvatarSkeletonContent : ScriptableObject { // Token: 0x06015083 RID: 86147 RVA: 0x004ED2C0 File Offset: 0x004EB4C0 [Token(Token = "0x6015083")] [Address(RVA = "0x14265A0", Offset = "0x14253A0", VA = "0x1814265A0")] public AvatarSkeletonContent() { int num = 0; this.HeadPivotOffset.z = (float)num; this.HeadPositionalFollowTime = 0.3f; this.HeadPositionalDeadZoneRadius = 0.2f; this.HeadPositionalInnerDeadZoneRadius = 0.08f; this.HeadPositionalInnerDeadZoneDelayTime = 0.5f; this.HeadPositionalReenterDeadZoneRadius = 0.04f; this.HeadRotationalFollowTime = 0.2f; this.HeadRotationalDeadZoneAngle = 40f; this.HeadRotationalInnerDeadZoneAngle = 10f; this.HeadRotationalInnerDeadZoneDelayTime = 0.5f; this.HeadRotationalReenterDeadZoneAngle = 1f; this.HeadRotationalMaxFollowAngle = 150f; this.TypicalFollowTimeSmoothTime = 0.1f; this.SkeletonPitchFollowTime = 0.2f; this.MinWalkingBackwardAngleThreshold = 95f; this.MaxWalkingForwardAngleThreshold = 90f; this.WalkingForwardBackwardBlendTime = 0.1f; this.SteeringBlendTime = 0.2f; this.SpeedChangeTime = 0.1f; this.DirectionChangeDampTime = 0.08f; this.TurnInPlaceDampTime = 0.08f; base..ctor(); } // Token: 0x0400DF15 RID: 57109 [FieldOffset(Offset = "0x18")] [Token(Token = "0x400DF15")] [Header("Body Geometry")] public Vector3 HeadPivotOffset; // Token: 0x0400DF16 RID: 57110 [FieldOffset(Offset = "0x24")] [Token(Token = "0x400DF16")] [Header("Head Follow")] [Tooltip("The number of seconds it takes for a positional follow to catch up when not steering.")] public float HeadPositionalFollowTime; // Token: 0x0400DF17 RID: 57111 [FieldOffset(Offset = "0x28")] [Token(Token = "0x400DF17")] [Tooltip("An outer dead zone that has insantaneous effect.")] public float HeadPositionalDeadZoneRadius; // Token: 0x0400DF18 RID: 57112 [FieldOffset(Offset = "0x2C")] [Token(Token = "0x400DF18")] [Tooltip("An inner dead zone that has a time-delayed effect.")] public float HeadPositionalInnerDeadZoneRadius; // Token: 0x0400DF19 RID: 57113 [FieldOffset(Offset = "0x30")] [Token(Token = "0x400DF19")] [Tooltip("The number of seconds the inner dead zone must be exceeded before a follow begins.")] public float HeadPositionalInnerDeadZoneDelayTime; // Token: 0x0400DF1A RID: 57114 [FieldOffset(Offset = "0x34")] [Token(Token = "0x400DF1A")] [Tooltip("The value that must be reached for a follow to end.")] public float HeadPositionalReenterDeadZoneRadius; // Token: 0x0400DF1B RID: 57115 [FieldOffset(Offset = "0x38")] [Token(Token = "0x400DF1B")] [Space] [Tooltip("The number of seconds it takes for a rotational follow to catch up when not steering.")] public float HeadRotationalFollowTime; // Token: 0x0400DF1C RID: 57116 [FieldOffset(Offset = "0x3C")] [Token(Token = "0x400DF1C")] [Tooltip("An outer dead zone that has insantaneous effect.")] public float HeadRotationalDeadZoneAngle; // Token: 0x0400DF1D RID: 57117 [FieldOffset(Offset = "0x40")] [Token(Token = "0x400DF1D")] [Tooltip("An inner dead zone that has a time-delayed effect.")] public float HeadRotationalInnerDeadZoneAngle; // Token: 0x0400DF1E RID: 57118 [FieldOffset(Offset = "0x44")] [Token(Token = "0x400DF1E")] [Tooltip("The number of seconds the inner dead zone must be exceeded before a follow begins.")] public float HeadRotationalInnerDeadZoneDelayTime; // Token: 0x0400DF1F RID: 57119 [FieldOffset(Offset = "0x48")] [Token(Token = "0x400DF1F")] [Tooltip("The value that must be reached for a follow to end.")] public float HeadRotationalReenterDeadZoneAngle; // Token: 0x0400DF20 RID: 57120 [FieldOffset(Offset = "0x4C")] [Token(Token = "0x400DF20")] [Tooltip("The maximum amount the skeleton is allowed to follow behind the head.")] public float HeadRotationalMaxFollowAngle; // Token: 0x0400DF21 RID: 57121 [FieldOffset(Offset = "0x50")] [Token(Token = "0x400DF21")] [Space] [Tooltip("When just following the head, we use the \"...FollowTime\" settings, but when steering, we use 0 as the follow time. We need a way to smoothly transition between those two different follow times, and that's what this setting is.")] public float TypicalFollowTimeSmoothTime; // Token: 0x0400DF22 RID: 57122 [FieldOffset(Offset = "0x54")] [Token(Token = "0x400DF22")] [Tooltip("Special-case smooth time for transitioning into flying to compensate for the considerably greateraccelerations and max speeds experienced while flying compared with other typical forms of locomotion.")] public float FlyingFollowTimeSmoothTime; // Token: 0x0400DF23 RID: 57123 [FieldOffset(Offset = "0x58")] [Token(Token = "0x400DF23")] [Header("Misc")] public float SkeletonPitchFollowTime; // Token: 0x0400DF24 RID: 57124 [FieldOffset(Offset = "0x60")] [Token(Token = "0x400DF24")] [Tooltip("Time axis is the normalized distance the hand effector currently is from the origin of the upper arm bone. A time of 0 implies the hand effector is directly on top of the upper arm origin (ie: up at your shoulder), a time = 1, that implies the hand effector is somewhere exactly a full arm's length away, a time of 1.7 implies the hand effector is somewhere exactly 1.7 times the arm's length away. Value axis is the effector weight from 0 to 1.")] public AnimationCurve HandEffectorWeight; // Token: 0x0400DF25 RID: 57125 [FieldOffset(Offset = "0x68")] [Token(Token = "0x400DF25")] public float MinWalkingBackwardAngleThreshold; // Token: 0x0400DF26 RID: 57126 [FieldOffset(Offset = "0x6C")] [Token(Token = "0x400DF26")] public float MaxWalkingForwardAngleThreshold; // Token: 0x0400DF27 RID: 57127 [FieldOffset(Offset = "0x70")] [Token(Token = "0x400DF27")] public float WalkingForwardBackwardBlendTime; // Token: 0x0400DF28 RID: 57128 [FieldOffset(Offset = "0x74")] [Token(Token = "0x400DF28")] public float SteeringBlendTime; // Token: 0x0400DF29 RID: 57129 [FieldOffset(Offset = "0x78")] [Token(Token = "0x400DF29")] public float SpeedChangeTime; // Token: 0x0400DF2A RID: 57130 [FieldOffset(Offset = "0x7C")] [Token(Token = "0x400DF2A")] public float DirectionChangeDampTime; // Token: 0x0400DF2B RID: 57131 [FieldOffset(Offset = "0x80")] [Token(Token = "0x400DF2B")] public float TurnInPlaceDampTime; } }