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								using UnityEngine;
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								using System.Collections;
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								using UnityEngine.Events;
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								namespace RootMotion.FinalIK {
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									/// <summary>
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									/// Object than the InteractionSystem can interact with.
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									/// </summary>
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									[HelpURL("https://www.youtube.com/watch?v=r5jiZnsDH3M")]
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									[AddComponentMenu("Scripts/RootMotion.FinalIK/Interaction System/Interaction Object")]
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									public class InteractionObject : MonoBehaviour {
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								        // Open the User Manual URL
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								        [ContextMenu("User Manual")]
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								        void OpenUserManual()
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								        {
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								            Application.OpenURL("http://www.root-motion.com/finalikdox/html/page10.html");
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								        }
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								        // Open the Script Reference URL
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								        [ContextMenu("Scrpt Reference")]
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								        void OpenScriptReference()
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								        {
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								            Application.OpenURL("http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_interaction_object.html");
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								        }
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								        // Open a video tutorial video
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								        [ContextMenu("TUTORIAL VIDEO (PART 1: BASICS)")]
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										void OpenTutorial1() {
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											Application.OpenURL("https://www.youtube.com/watch?v=r5jiZnsDH3M");
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										}
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										// Open a video tutorial video
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										[ContextMenu("TUTORIAL VIDEO (PART 2: PICKING UP...)")]
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										void OpenTutorial2() {
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											Application.OpenURL("https://www.youtube.com/watch?v=eP9-zycoHLk");
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										}
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										// Open a video tutorial video
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										[ContextMenu("TUTORIAL VIDEO (PART 3: ANIMATION)")]
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										void OpenTutorial3() {
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											Application.OpenURL("https://www.youtube.com/watch?v=sQfB2RcT1T4&index=14&list=PLVxSIA1OaTOu8Nos3CalXbJ2DrKnntMv6");
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										}
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										// Open a video tutorial video
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										[ContextMenu("TUTORIAL VIDEO (PART 4: TRIGGERS)")]
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										void OpenTutorial4() {
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											Application.OpenURL("https://www.youtube.com/watch?v=-TDZpNjt2mk&index=15&list=PLVxSIA1OaTOu8Nos3CalXbJ2DrKnntMv6");
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										}
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										// Link to the Final IK Google Group
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										[ContextMenu("Support Group")]
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										void SupportGroup() {
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											Application.OpenURL("https://groups.google.com/forum/#!forum/final-ik");
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										}
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										// Link to the Final IK Asset Store thread in the Unity Community
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										[ContextMenu("Asset Store Thread")]
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										void ASThread() {
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											Application.OpenURL("http://forum.unity3d.com/threads/final-ik-full-body-ik-aim-look-at-fabrik-ccd-ik-1-0-released.222685/");
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										}
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										#region Main Interface
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										/// <summary>
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										/// Predefined interaction events for pausing, picking up, triggering animations and sending messages.
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										/// </summary>
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										[System.Serializable]
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										public class InteractionEvent {
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											/// <summary>
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											/// The time of the event since interaction start.
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											/// </summary>
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											[Tooltip("The time of the event since interaction start.")]
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											public float time;
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											/// <summary>
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											/// If true, the interaction will be paused on this event. The interaction can be resumed by InteractionSystem.ResumeInteraction() or InteractionSystem.ResumeAll;
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											/// </summary>
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											[Tooltip("If true, the interaction will be paused on this event. The interaction can be resumed by InteractionSystem.ResumeInteraction() or InteractionSystem.ResumeAll;")]
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											public bool pause;
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											/// <summary>
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											/// If true, the object will be parented to the effector bone on this event. Note that picking up like this can be done by only a single effector at a time.
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											/// If you wish to pick up an object with both hands, see the Interaction PickUp2Handed demo scene.
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											/// </summary>
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											[Tooltip("If true, the object will be parented to the effector bone on this event. Note that picking up like this can be done by only a single effector at a time. If you wish to pick up an object with both hands, see the Interaction PickUp2Handed demo scene.")]
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											public bool pickUp;
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											/// <summary>
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											/// The animations called on this event.
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											/// </summary>
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											[Tooltip("The animations called on this event.")]
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											public AnimatorEvent[] animations;
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											/// <summary>
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											/// The messages sent on this event using GameObject.SendMessage().
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											/// </summary>
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											[Tooltip("The messages sent on this event using GameObject.SendMessage().")]
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											public Message[] messages;
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											[TooltipAttribute("The UnityEvent to invoke on this event.")]
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											/// <summary>
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											/// The UnityEvent to invoke on this event.
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											/// </summary>
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											public UnityEvent unityEvent;
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											// Activates this event
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											public void Activate(Transform t) {
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												unityEvent.Invoke();
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												foreach (AnimatorEvent e in animations) e.Activate(pickUp);
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												foreach (Message m in messages) m.Send(t);
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											}
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										}
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										/// <summary>
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										/// Definition of a message sent by an InteractionEvent.
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										/// </summary>
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										[System.Serializable]
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										public class Message {
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											/// <summary>
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											/// The name of the function called.
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											/// </summary>
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											[Tooltip("The name of the function called.")]
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											public string function;
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											/// <summary>
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											/// The recipient game object.
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											/// </summary>
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											[Tooltip("The recipient game object.")]
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											public GameObject recipient;
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											private const string empty = "";
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											// Sends the message to the recipient
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											public void Send(Transform t) {
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							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (recipient == null) return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (function == string.Empty || function == empty) return;
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
								
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							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												recipient.SendMessage(function, t, SendMessageOptions.RequireReceiver);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
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							 | 
							
								
									
								 | 
							
							
										}
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							| 
								
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								 | 
							
							
								
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							| 
								
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							 | 
							
								
									
								 | 
							
							
										/// <summary>
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							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// Calls an animation on an interaction event.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// </summary>
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										[System.Serializable]
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										public class AnimatorEvent {
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// <summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// The Animator component that will receive the AnimatorEvents.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// </summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											[Tooltip("The Animator component that will receive the AnimatorEvents.")]
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											public Animator animator;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// <summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// The Animation component that will receive the AnimatorEvents (Legacy).
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// </summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											[Tooltip("The Animation component that will receive the AnimatorEvents (Legacy).")]
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											public Animation animation;
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// <summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// The name of the animation state.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// </summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											[Tooltip("The name of the animation state.")]
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											public string animationState;
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
											/// <summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// The crossfading time.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// </summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											[Tooltip("The crossfading time.")]
							 | 
						
					
						
							| 
								
							 | 
							
								
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							 | 
							
								
									
								 | 
							
							
											public float crossfadeTime = 0.3f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// <summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// The layer of the animation state (if using Legacy, the animation state will be forced to this layer).
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// </summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											[Tooltip("The layer of the animation state (if using Legacy, the animation state will be forced to this layer).")]
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											public int layer;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// <summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// Should the animation always start from 0 normalized time?
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// </summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											[Tooltip("Should the animation always start from 0 normalized time?")]
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											public bool resetNormalizedTime;
							 | 
						
					
						
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								 | 
							
							
								
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							| 
								
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							 | 
							
								
									
								 | 
							
							
											private const string empty = "";
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
											// Activate the animation
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
											public void Activate(bool pickUp) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (animator != null) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													// disable root motion because it may become a child of another Animator. Workaround for a Unity bug with an error message: "Transform.rotation on 'gameobject name' is no longer valid..."
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													if (pickUp) animator.applyRootMotion = false;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													Activate(animator);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (animation != null) Activate(animation);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											// Activate a Mecanim animation
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											private void Activate(Animator animator) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (animationState == empty) return;
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (resetNormalizedTime) animator.CrossFade(animationState, crossfadeTime, layer, 0f);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												else animator.CrossFade(animationState, crossfadeTime, layer);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											// Activate a Legacy animation
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											private void Activate(Animation animation) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (animationState == empty) return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (resetNormalizedTime) animation[animationState].normalizedTime = 0f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												animation[animationState].layer = layer;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												animation.CrossFade(animationState, crossfadeTime);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// <summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// A Weight curve for various FBBIK channels.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// </summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										[System.Serializable]
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										public class WeightCurve {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// <summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// The type of the weight curve
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// </summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											[System.Serializable]
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											public enum Type {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												PositionWeight, // IKEffector.positionWeight
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												RotationWeight, // IKEffector.rotationWeight
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												PositionOffsetX, // X offset from the interpolation direction relative to the character rotation
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												PositionOffsetY, // Y offse from the interpolation direction relative to the character rotation
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												PositionOffsetZ, // Z offset from the interpolation direction relative to the character rotation
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												Pull, // FBIKChain.pull
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												Reach, // FBIKChain.reach
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												RotateBoneWeight, // Rotating the bone after FBBIK is finished
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												Push, // FBIKChain.push
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												PushParent, // FBIKChain.pushParent
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												PoserWeight, // Weight of hand/generic Poser
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                BendGoalWeight // Weight of the bend goal
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// <summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// The type of the curve (InteractionObject.WeightCurve.Type).
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// </summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											[Tooltip("The type of the curve (InteractionObject.WeightCurve.Type).")]
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											public Type type;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// <summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// The weight curve.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// </summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											[Tooltip("The weight curve.")]
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											public AnimationCurve curve;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											// Evaluate the curve at the specified time
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											public float GetValue(float timer) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												return curve.Evaluate(timer);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// <summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// Multiplies a weight curve and uses the result for another FBBIK channel. (to reduce the amount of work with AnimationCurves)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// </summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										[System.Serializable]
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										public class Multiplier {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// <summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// The curve type to multiply.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// </summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											[Tooltip("The curve type to multiply.")]
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											public WeightCurve.Type curve;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// <summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// The multiplier of the curve's value.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// </summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											[Tooltip("The multiplier of the curve's value.")]
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											public float multiplier = 1f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// <summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// The resulting value will be applied to this channel.
							 | 
						
					
						
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											/// </summary>
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											[Tooltip("The resulting value will be applied to this channel.")]
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											public WeightCurve.Type result;
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							 | 
							
								
									
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							 | 
							
								
									
								 | 
							
							
											// Get the multiplied value of the curve at the specified time
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											public float GetValue(WeightCurve weightCurve, float timer) {
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							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												return weightCurve.GetValue(timer) * multiplier;
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								 | 
							
							
											}
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								 | 
							
							
										}
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								 | 
							
							
								
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							 | 
							
								
									
								 | 
							
							
										/// <summary>
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							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// If the Interaction System has a 'Look At' LookAtIK component assigned, will use it to make the character look at the specified Transform. If unassigned, will look at this GameObject.
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							 | 
							
								
									
								 | 
							
							
										/// </summary>
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							 | 
							
								
									
								 | 
							
							
										[Tooltip("If the Interaction System has a 'Look At' LookAtIK component assigned, will use it to make the character look at the specified Transform. If unassigned, will look at this GameObject.")]
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							| 
								
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								 | 
							
							
										public Transform otherLookAtTarget;
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// <summary>
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							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// The root Transform of the InteractionTargets. If null, will use this GameObject. GetComponentsInChildren<InteractionTarget>() will be used at initiation to find all InteractionTargets associated with this InteractionObject.
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							 | 
							
								
									
								 | 
							
							
										/// </summary>
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							 | 
							
								
									
								 | 
							
							
										[Tooltip("The root Transform of the InteractionTargets. If null, will use this GameObject. GetComponentsInChildren<InteractionTarget>() will be used at initiation to find all InteractionTargets associated with this InteractionObject.")]
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							 | 
							
								
									
								 | 
							
							
										public Transform otherTargetsRoot;
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							 | 
							
								
									
								 | 
							
							
										/// <summary>
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							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// If assigned, all PositionOffset channels will be applied in the rotation space of this Transform. If not, they will be in the rotation space of the character.
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							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// </summary>
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										[Tooltip("If assigned, all PositionOffset channels will be applied in the rotation space of this Transform. If not, they will be in the rotation space of the character.")]
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							 | 
							
								
									
								 | 
							
							
										public Transform positionOffsetSpace;
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							 | 
							
								
									
								 | 
							
							
										/// <summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
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							 | 
							
								
									
								 | 
							
							
										/// The weight curves for the interaction.
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							 | 
							
								
									
								 | 
							
							
										/// </summary>
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							| 
								
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							 | 
							
								
									
								 | 
							
							
										public WeightCurve[] weightCurves;
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// <summary>
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
										/// The weight curve multipliers for the interaction.
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							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// </summary>
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										public Multiplier[] multipliers;
							 | 
						
					
						
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							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// <summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// The interaction events.
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
										/// </summary>
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										public InteractionEvent[] events;
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							 | 
							
								
									
								 | 
							
							
										/// <summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// Gets the length of the interaction (the longest curve).
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							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// </summary>
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							 | 
							
								
									
								 | 
							
							
										public float length { get; private set; }
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								 | 
							
							
										/// <summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// The last InteractionSystem that started an interaction with this InteractionObject.
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							| 
								
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							 | 
							
								
									
								 | 
							
							
										/// </summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// <value>The last used interaction system.</value>
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
										public InteractionSystem lastUsedInteractionSystem { get; private set; }
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// <summary>
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							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// Call if you have changed the curves in play mode or added/removed InteractionTargets.
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							| 
								
							 | 
							
								
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							 | 
							
								
									
								 | 
							
							
										/// </summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
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							 | 
							
								
									
								 | 
							
							
										public void Initiate() {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											// Push length to the last weight curve key
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											for (int i = 0; i < weightCurves.Length; i++) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (weightCurves[i].curve.length > 0) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													float l = weightCurves[i].curve.keys[weightCurves[i].curve.length - 1].time;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													length = Mathf.Clamp(length, l, length);
							 | 
						
					
						
							| 
								
							 | 
							
								
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							 | 
							
								
									
								 | 
							
							
												}
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							| 
								
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							 | 
							
								
									
								 | 
							
							
											}
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							| 
								
							 | 
							
								
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								 | 
							
							
								
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								 | 
							
							
											// Push length to the last event time
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											for (int i = 0; i < events.Length; i++) {
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												length = Mathf.Clamp(length, events[i].time, length);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
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							| 
								
							 | 
							
								
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							 | 
							
								
									
								 | 
							
							
											
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							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											targets = targetsRoot.GetComponentsInChildren<InteractionTarget>();
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							| 
								
							 | 
							
								
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							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
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							| 
								
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							 | 
							
								
									
								 | 
							
							
										/// <summary>
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							| 
								
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							 | 
							
								
									
								 | 
							
							
										/// Gets the look at target (returns otherLookAtTarget if not null).
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							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// </summary>
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										public Transform lookAtTarget {
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											get {
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
												if (otherLookAtTarget != null) return otherLookAtTarget;
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							| 
								
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							 | 
							
								
									
								 | 
							
							
												return transform;
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							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
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							 | 
							
								
									
								 | 
							
							
								
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							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// <summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// Gets the InteractionTarget of the specified effector type and InteractionSystem tag.
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							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										/// </summary>
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										public InteractionTarget GetTarget(FullBodyBipedEffector effectorType, InteractionSystem interactionSystem) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (string.IsNullOrEmpty(interactionSystem.tag)) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												foreach (InteractionTarget target in targets) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													if (target.effectorType == effectorType) return target;
							 | 
						
					
						
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							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												}
							 | 
						
					
						
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								 | 
							
							
								
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								 | 
							
							
												return null;
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
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								 | 
							
							
								
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
											foreach (InteractionTarget target in targets) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (target.effectorType == effectorType && target.CompareTag(interactionSystem.tag)) return target;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
											
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							| 
								
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							 | 
							
								
									
								 | 
							
							
											return null;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
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								 | 
							
							
								
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							 | 
							
								
									
								 | 
							
							
										#endregion Main Interface
							 | 
						
					
						
							| 
								
							 | 
							
								
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							 | 
							
								
									
								 | 
							
							
								
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							| 
								
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							 | 
							
								
									
								 | 
							
							
										// Returns true if the specified WeightCurve.Type is used by this InteractionObject
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										public bool CurveUsed(WeightCurve.Type type) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											foreach (WeightCurve curve in weightCurves) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (curve.type == type) return true;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											foreach (Multiplier multiplier in multipliers) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (multiplier.result == type) return true;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											return false;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										// Returns all the InteractionTargets of this object
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										public InteractionTarget[] GetTargets() {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											return targets;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										// Returns the InteractionTarget of effector type and tag
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										public Transform GetTarget(FullBodyBipedEffector effectorType, string tag) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (tag == string.Empty || tag == "") return GetTarget(effectorType);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											for (int i = 0; i < targets.Length; i++) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (targets[i].effectorType == effectorType && targets[i].CompareTag(tag)) return targets[i].transform;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											return transform;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										// Called when interaction is started with this InteractionObject
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										public void OnStartInteraction(InteractionSystem interactionSystem) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											this.lastUsedInteractionSystem = interactionSystem;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										// Applies the weight curves and multipliers to the FBBIK solver
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										public void Apply(IKSolverFullBodyBiped solver, FullBodyBipedEffector effector, InteractionTarget target, float timer, float weight, bool isPaused) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											for (int i = 0; i < weightCurves.Length; i++) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (isPaused)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													if (weightCurves[i].type == WeightCurve.Type.PositionOffsetX) continue;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													if (weightCurves[i].type == WeightCurve.Type.PositionOffsetY) continue;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													if (weightCurves[i].type == WeightCurve.Type.PositionOffsetZ) continue;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												float mlp = target == null? 1f: target.GetValue(weightCurves[i].type);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												Apply(solver, effector, weightCurves[i].type, weightCurves[i].GetValue(timer), weight * mlp);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											for (int i = 0; i < multipliers.Length; i++) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (isPaused)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												{
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													if (multipliers[i].result == WeightCurve.Type.PositionOffsetX) continue;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													if (multipliers[i].result == WeightCurve.Type.PositionOffsetY) continue;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													if (multipliers[i].result == WeightCurve.Type.PositionOffsetZ) continue;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (multipliers[i].curve == multipliers[i].result) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													if (!Warning.logged) Warning.Log("InteractionObject Multiplier 'Curve' " + multipliers[i].curve.ToString() + "and 'Result' are the same.", transform);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												int curveIndex = GetWeightCurveIndex(multipliers[i].curve);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (curveIndex != -1) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													float mlp = target == null? 1f: target.GetValue(multipliers[i].result);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													Apply(solver, effector, multipliers[i].result, multipliers[i].GetValue(weightCurves[curveIndex], timer), weight * mlp);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												} else {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													if (!Warning.logged) Warning.Log("InteractionObject Multiplier curve " + multipliers[i].curve.ToString() + "does not exist.", transform);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										// Gets the value of a weight curve/multiplier
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										public float GetValue(WeightCurve.Type weightCurveType, InteractionTarget target, float timer) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											int index = GetWeightCurveIndex(weightCurveType);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											if (index != -1) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												float mlp = target == null? 1f: target.GetValue(weightCurveType);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												return weightCurves[index].GetValue(timer) * mlp;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											for (int i = 0; i < multipliers.Length; i++) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (multipliers[i].result == weightCurveType) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													int wIndex = GetWeightCurveIndex(multipliers[i].curve);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													if (wIndex != -1) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
														float mlp = target == null? 1f: target.GetValue(multipliers[i].result);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
														return multipliers[i].GetValue(weightCurves[wIndex], timer) * mlp;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
													}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											return 0f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										// Get the root Transform of the targets
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										public Transform targetsRoot {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											get {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (otherTargetsRoot != null) return otherTargetsRoot;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												return transform;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										private InteractionTarget[] targets = new InteractionTarget[0];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										// Initiate this Interaction Object
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										void Start() {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											Initiate();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								        // Apply the curve to the specified solver, effector, with the value and weight.
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								        private void Apply(IKSolverFullBodyBiped solver, FullBodyBipedEffector effector, WeightCurve.Type type, float value, float weight)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								        {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            switch (type)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                case WeightCurve.Type.PositionWeight:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    solver.GetEffector(effector).positionWeight = Mathf.Lerp(solver.GetEffector(effector).positionWeight, value, weight);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                case WeightCurve.Type.RotationWeight:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    solver.GetEffector(effector).rotationWeight = Mathf.Lerp(solver.GetEffector(effector).rotationWeight, value, weight);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                case WeightCurve.Type.PositionOffsetX:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    Vector3 xOffset = (positionOffsetSpace != null ? positionOffsetSpace.rotation : solver.GetRoot().rotation) * Vector3.right * value;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    solver.GetEffector(effector).position += xOffset * weight;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    //solver.GetEffector(effector).positionOffset += xOffset;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                case WeightCurve.Type.PositionOffsetY:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    Vector3 yOffset = (positionOffsetSpace != null ? positionOffsetSpace.rotation : solver.GetRoot().rotation) * Vector3.up * value;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    solver.GetEffector(effector).position += yOffset * weight;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    //solver.GetEffector(effector).positionOffset += yOffset;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                case WeightCurve.Type.PositionOffsetZ:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    Vector3 zOffset = (positionOffsetSpace != null ? positionOffsetSpace.rotation : solver.GetRoot().rotation) * Vector3.forward * value;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    solver.GetEffector(effector).position += zOffset * weight;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    //solver.GetEffector(effector).positionOffset += zOffset;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                case WeightCurve.Type.Pull:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    solver.GetChain(effector).pull = Mathf.Lerp(solver.GetChain(effector).pull, value, weight);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                case WeightCurve.Type.Reach:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    solver.GetChain(effector).reach = Mathf.Lerp(solver.GetChain(effector).reach, value, weight);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                case WeightCurve.Type.Push:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    solver.GetChain(effector).push = Mathf.Lerp(solver.GetChain(effector).push, value, weight);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                case WeightCurve.Type.PushParent:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    solver.GetChain(effector).pushParent = Mathf.Lerp(solver.GetChain(effector).pushParent, value, weight);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                case WeightCurve.Type.BendGoalWeight:
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    solver.GetChain(effector).bendConstraint.weight = Mathf.Lerp(solver.GetChain(effector).bendConstraint.weight, value, weight);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    return;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										// Gets the interaction target Transform
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										private Transform GetTarget(FullBodyBipedEffector effectorType) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											for (int i = 0; i < targets.Length; i++) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (targets[i].effectorType == effectorType) return targets[i].transform;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											return transform;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										// Get the index of a weight curve of type
							 | 
						
					
						
							| 
								
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										private int GetWeightCurveIndex(WeightCurve.Type weightCurveType) {
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											for (int i = 0; i < weightCurves.Length; i++) {
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												if (weightCurves[i].type == weightCurveType) return i;
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											}
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											return -1;
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										}
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										// Get the index of a multiplayer of type
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										private int GetMultiplierIndex(WeightCurve.Type weightCurveType) {
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											for (int i = 0; i < multipliers.Length; i++) {
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												if (multipliers[i].result == weightCurveType) return i;
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											}
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								 | 
							
							
											return -1;
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								 | 
							
							
										}
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								 | 
							
							
									}
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								}
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