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								using UnityEngine;
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								using System.Collections;
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								namespace RootMotion.FinalIK
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								{
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								    /// <summary>
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								    /// Updates any Final IK component in Editor mode
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								    /// </summary>
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								    [ExecuteInEditMode]
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								    public class EditorIK : MonoBehaviour
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								    {
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								        [Tooltip("If slot assigned, will update Animator before IK.")] public Animator animator;
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								        [Tooltip("Create/Final IK/Editor IK Pose")] public EditorIKPose defaultPose;
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								        [HideInInspector] public Transform[] bones = new Transform[0];
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								        public IK ik { get; private set; }
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								        private void OnEnable()
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								        {
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								            if (Application.isPlaying) return;
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								            if (ik == null) ik = GetComponent<IK>();
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								            if (ik == null)
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								            {
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								                Debug.LogError("EditorIK needs to have an IK component on the same GameObject.", transform);
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								                return;
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								            }
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								            if (bones.Length == 0) bones = ik.transform.GetComponentsInChildren<Transform>();
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								        }
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								        private void OnDisable()
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								        {
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								            if (Application.isPlaying) return;
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								            if (defaultPose != null && defaultPose.poseStored) defaultPose.Restore(bones);
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								            if (ik != null) ik.GetIKSolver().executedInEditor = false;
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								        }
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								        private void OnDestroy()
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								        {
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								            if (Application.isPlaying) return;
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								            if (ik == null) return;
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								            if (bones.Length == 0) bones = ik.transform.GetComponentsInChildren<Transform>();
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								            if (defaultPose != null && defaultPose.poseStored && bones.Length != 0) defaultPose.Restore(bones);
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								            ik.GetIKSolver().executedInEditor = false;
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								        }
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								        public void StoreDefaultPose()
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								        {
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								            bones = ik.transform.GetComponentsInChildren<Transform>();
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								            defaultPose.Store(bones);
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								        }
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								        public bool Initiate()
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								        {
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								            if (defaultPose == null) return false;
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								            if (!defaultPose.poseStored) return false;
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								            if (bones.Length == 0) return false;
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								            if (ik == null) ik = GetComponent<IK>();
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								            if (ik == null)
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								            {
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								                Debug.LogError("EditorIK can not find an IK component.", transform);
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								                return false;
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								            }
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								            defaultPose.Restore(bones);
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								            ik.GetIKSolver().executedInEditor = false;
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								            ik.GetIKSolver().Initiate(ik.transform);
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								            ik.GetIKSolver().executedInEditor = true;
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								            return true;
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								        }
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								        public void Update()
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								        {
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								            if (Application.isPlaying) return;
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								            if (ik == null) return;
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								            if (!ik.enabled) return;
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								            if (!ik.GetIKSolver().executedInEditor) return;
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								            if (bones.Length == 0) bones = ik.transform.GetComponentsInChildren<Transform>();
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								            if (bones.Length == 0) return;
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								            if (!defaultPose.Restore(bones)) return;
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								            ik.GetIKSolver().executedInEditor = false;
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								            if (!ik.GetIKSolver().initiated) ik.GetIKSolver().Initiate(ik.transform);
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								            if (!ik.GetIKSolver().initiated) return;
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								            ik.GetIKSolver().executedInEditor = true;
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								            if (animator != null && animator.runtimeAnimatorController != null) animator.Update(Time.deltaTime);
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								            ik.GetIKSolver().Update();
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								        }
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								    }
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								}
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