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								using UnityEngine;
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								using System.Collections;
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								using RootMotion;
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								namespace RootMotion.FinalIK {
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									public partial class Grounding {
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										/// <summary>
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										/// The %Grounding %Pelvis.
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										/// </summary>
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										public class Pelvis {
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											/// <summary>
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											/// Offset of the pelvis as a Vector3.
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											/// </summary>
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											public Vector3 IKOffset { get; private set; }
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											/// <summary>
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											/// Scalar vertical offset of the pelvis.
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											/// </summary>
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											public float heightOffset { get; private set; }
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											private Grounding grounding;
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											private Vector3 lastRootPosition;
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											private float damperF;
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											private bool initiated;
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											private float lastTime;
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											// Initiating the pelvis
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											public void Initiate(Grounding grounding) {
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												this.grounding = grounding;
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												initiated = true;
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												OnEnable();
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											}
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											// Set everything to 0
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											public void Reset() {
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												this.lastRootPosition = grounding.root.transform.position;
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												lastTime = Time.deltaTime;
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												IKOffset = Vector3.zero;
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												heightOffset = 0f;
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											}
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											// Should be called each time the pelvis is (re)activated
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											public void OnEnable() {
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												if (!initiated) return;
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												this.lastRootPosition = grounding.root.transform.position;
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												lastTime = Time.time;
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											}
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											// Updates the pelvis position offset
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											public void Process(float lowestOffset, float highestOffset, bool isGrounded) {
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												if (!initiated) return;
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												float deltaTime = Time.time - lastTime;
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												lastTime = Time.time;
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												if (deltaTime <= 0f) return;
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												float offsetTarget = lowestOffset + highestOffset;
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												if (!grounding.rootGrounded) offsetTarget = 0f;
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												// Interpolating the offset
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												heightOffset = Mathf.Lerp(heightOffset, offsetTarget, deltaTime * grounding.pelvisSpeed);
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												// Damper
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												Vector3 rootDelta = (grounding.root.position - lastRootPosition);
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												lastRootPosition = grounding.root.position;
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												// Fading out damper when ungrounded
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												damperF = Interp.LerpValue(damperF, isGrounded? 1f: 0f, 1f, 10f);
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												// Calculating the final damper
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												heightOffset -= grounding.GetVerticalOffset(rootDelta, Vector3.zero) * grounding.pelvisDamper * damperF;
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												// Update IK value
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												IKOffset = grounding.up * heightOffset;
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											}
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										}
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									}
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								}
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