Files
2026-04-10 22:50:51 +02:00

151 lines
4.6 KiB
C#

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;
}
}
}
}