Files
Aug2021-Cpp2IL-Dump/Assembly-CSharp-firstpass/RootMotion/Demos/FBIKBoxing.cs
T
2026-04-10 22:50:51 +02:00

81 lines
2.7 KiB
C#

using System;
using Cpp2IlInjected;
using RootMotion.FinalIK;
using UnityEngine;
namespace RootMotion.Demos
{
// Token: 0x020000FD RID: 253
[Token(Token = "0x20000A0")]
public class FBIKBoxing : MonoBehaviour
{
// Token: 0x06000722 RID: 1826 RVA: 0x00002053 File Offset: 0x00000253
[Token(Token = "0x6000571")]
[Address(RVA = "0x2A64780", Offset = "0x2A63580", VA = "0x182A64780")]
private void Start()
{
}
// Token: 0x06000723 RID: 1827 RVA: 0x00002053 File Offset: 0x00000253
[Token(Token = "0x6000572")]
[Address(RVA = "0x2A64580", Offset = "0x2A63380", VA = "0x182A64580")]
private void LateUpdate()
{
}
// Token: 0x06000724 RID: 1828 RVA: 0x00002053 File Offset: 0x00000253
[Token(Token = "0x6000573")]
[Address(RVA = "0x74EA40", Offset = "0x74D840", VA = "0x18074EA40")]
public FBIKBoxing()
{
}
// Token: 0x04000716 RID: 1814
[FieldOffset(Offset = "0x18")]
[Token(Token = "0x4000492")]
[Tooltip("The target we want to hit")]
public Transform target;
// Token: 0x04000717 RID: 1815
[FieldOffset(Offset = "0x20")]
[Token(Token = "0x4000493")]
[Tooltip("The pin Transform is used to reference the exact hit point in the animation (used by AimIK to aim the upper body to follow the target).In Legacy and Generic modes you can just create and position a reference point in your animating software and include it in the FBX. Then in Unity if you added a GameObject with the exact same name under the character's root, it would be animated to the required position.In Humanoid mode however, Mecanim loses track of any Transform that does not belong to the avatar, so in this case the pin point has to be manually set inside the Unity Editor.")]
public Transform pin;
// Token: 0x04000718 RID: 1816
[FieldOffset(Offset = "0x28")]
[Token(Token = "0x4000494")]
[Tooltip("The Full Body Biped IK component")]
public FullBodyBipedIK ik;
// Token: 0x04000719 RID: 1817
[FieldOffset(Offset = "0x30")]
[Token(Token = "0x4000495")]
[Tooltip("The Aim IK component. Aim IK is ust used for following the target slightly with the body.")]
public AimIK aim;
// Token: 0x0400071A RID: 1818
[FieldOffset(Offset = "0x38")]
[Token(Token = "0x4000496")]
[Tooltip("The master weight")]
public float weight;
// Token: 0x0400071B RID: 1819
[FieldOffset(Offset = "0x3C")]
[Token(Token = "0x4000497")]
[Tooltip("The effector type of the punching hand")]
public FullBodyBipedEffector effector;
// Token: 0x0400071C RID: 1820
[FieldOffset(Offset = "0x40")]
[Token(Token = "0x4000498")]
[Tooltip("Weight of aiming the body to follow the target")]
public AnimationCurve aimWeight;
// Token: 0x0400071D RID: 1821
[FieldOffset(Offset = "0x48")]
[Token(Token = "0x4000499")]
private Animator animator;
}
}