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								using UnityEngine;
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								using System.Collections;
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								namespace RootMotion.FinalIK {
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									/// <summary>
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									/// Class for creating procedural FBBIK hit reactions.
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									/// </summary>
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									public class HitReaction : OffsetModifier {
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										/// <summary>
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										/// Hit point definition
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										/// </summary>
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										[System.Serializable]
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										public abstract class HitPoint {
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											[Tooltip("Just for visual clarity, not used at all")]
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											public string name;
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											[Tooltip("Linking this hit point to a collider")]
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											public Collider collider;
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											[Tooltip("Only used if this hit point gets hit when already processing another hit")]
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											[SerializeField] float crossFadeTime = 0.1f;
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											public bool inProgress { get { return timer < length; } }
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											protected float crossFader { get; private set; }
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											protected float timer { get; private set; }
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											protected Vector3 force { get; private set; }
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											private float length;
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											private float crossFadeSpeed;
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											private float lastTime;
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											// Start processing the hit
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											public virtual void Hit(Vector3 force, Vector3 point) {
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												if (length == 0f) length = GetLength();
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												if (length <= 0f) {
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													Debug.LogError("Hit Point WeightCurve length is zero.");
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													return;
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												}
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												// Start crossfading if the last hit has not completed yet
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												if (timer < 1f) crossFader = 0f;
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												crossFadeSpeed = crossFadeTime > 0f? 1f / crossFadeTime: 0f;
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												CrossFadeStart();
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												// Reset timer
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												timer = 0f;
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												// Remember hit direction and point
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												this.force = force;
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											}
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											// Apply to IKSolverFullBodyBiped
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											public void Apply(IKSolverFullBodyBiped solver, float weight) {
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												float deltaTime = Time.time - lastTime;
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												lastTime = Time.time;
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												if (timer >= length) {
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													return;
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												}
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												// Advance the timer
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												timer = Mathf.Clamp(timer + deltaTime, 0f, length);
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												// Advance the crossFader
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												if (crossFadeSpeed > 0f) crossFader = Mathf.Clamp(crossFader + (deltaTime * crossFadeSpeed), 0f, 1f);
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												else crossFader = 1f;
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												// Pass this on to the hit points
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												OnApply(solver, weight);
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											}
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											protected abstract float GetLength();
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											protected abstract void CrossFadeStart();
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											protected abstract void OnApply(IKSolverFullBodyBiped solver, float weight);
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										}
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										/// <summary>
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										/// Hit Point for FBBIK effectors
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										/// </summary>
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										[System.Serializable]
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										public class HitPointEffector: HitPoint {
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											/// <summary>
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											/// Linking a FBBIK effector to this effector hit point
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											/// </summary>
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											[System.Serializable]
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											public class EffectorLink {
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												[Tooltip("The FBBIK effector type")]
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												public FullBodyBipedEffector effector;
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												[Tooltip("The weight of this effector (could also be negative)")]
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												public float weight;
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												private Vector3 lastValue;
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												private Vector3 current;
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												// Apply an offset to this effector
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												public void Apply(IKSolverFullBodyBiped solver, Vector3 offset, float crossFader) {
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													current = Vector3.Lerp(lastValue, offset * weight, crossFader);
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													solver.GetEffector(effector).positionOffset += current;
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												}
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												// Remember the current offset value, so we can smoothly crossfade from it
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												public void CrossFadeStart() {
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													lastValue = current;
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												}
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											}
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											[Tooltip("Offset magnitude in the direction of the hit force")]
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											public AnimationCurve offsetInForceDirection; // 
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											[Tooltip("Offset magnitude in the direction of character.up")]
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											public AnimationCurve offsetInUpDirection; // 
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											[Tooltip("Linking this offset to the FBBIK effectors")]
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											public EffectorLink[] effectorLinks;
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											// Returns the length of this hit (last key in the AnimationCurves)
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											protected override float GetLength() {
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												float time1 = offsetInForceDirection.keys.Length > 0? offsetInForceDirection.keys[offsetInForceDirection.length - 1].time: 0f;
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												float time2 = offsetInUpDirection.keys.Length > 0? offsetInUpDirection.keys[offsetInUpDirection.length - 1].time: 0f;
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												return Mathf.Clamp(time1, time2, time1);
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											}
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											// Remember the current offset values for each effector, so we can smoothly crossfade from it
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											protected override void CrossFadeStart() {
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												foreach (EffectorLink e in effectorLinks) e.CrossFadeStart();
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											}
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											// Calculate offset, apply to FBBIK effectors
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											protected override void OnApply(IKSolverFullBodyBiped solver, float weight) {
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												Vector3 up = solver.GetRoot().up * force.magnitude;
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												Vector3 offset = (offsetInForceDirection.Evaluate(timer) * force) + (offsetInUpDirection.Evaluate(timer) * up);
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												offset *= weight;
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												foreach (EffectorLink e in effectorLinks) e.Apply(solver, offset, crossFader);
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											}
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										}
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										/// <summary>
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										/// Hit Point for simple bone Transforms that don't have a FBBIK effector
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										/// </summary>
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										[System.Serializable]
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										public class HitPointBone: HitPoint {
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											/// <summary>
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											/// Linking a bone Transform to this bone hit point
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											/// </summary>
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											[System.Serializable]
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											public class BoneLink {
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												[Tooltip("Reference to the bone that this hit point rotates")]
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												public Transform bone;
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												[Tooltip("Weight of rotating the bone")]
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												[Range(0f, 1f)] public float weight;
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												private Quaternion lastValue = Quaternion.identity;
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												private Quaternion current = Quaternion.identity;
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												// Apply a rotational offset to this effector
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												public void Apply(IKSolverFullBodyBiped solver, Quaternion offset, float crossFader) {
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													current = Quaternion.Lerp(lastValue, Quaternion.Lerp(Quaternion.identity, offset, weight), crossFader);
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													bone.rotation = current * bone.rotation;
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												}
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												// Remember the current offset value, so we can smoothly crossfade from it
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												public void CrossFadeStart() {
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													lastValue = current;
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												}
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											}
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											[Tooltip("The angle to rotate the bone around its rigidbody's world center of mass")]
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											public AnimationCurve aroundCenterOfMass;
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											[Tooltip("Linking this hit point to bone(s)")]
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											public BoneLink[] boneLinks;
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											private Rigidbody rigidbody;
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								            private Vector3 comAxis;
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								            public override void Hit(Vector3 force, Vector3 point)
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								            {
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								                base.Hit(force, point);
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								                if (rigidbody == null) rigidbody = collider.GetComponent<Rigidbody>();
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								                Vector3 com = rigidbody != null ? rigidbody.worldCenterOfMass : collider.transform.position;
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								                comAxis = Vector3.Cross(force, point - com);
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								            }
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								            // Returns the length of this hit (last key in the AnimationCurves)
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								            protected override float GetLength() {
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												return aroundCenterOfMass.keys.Length > 0? aroundCenterOfMass.keys[aroundCenterOfMass.length - 1].time: 0f;
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											}
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											// Remember the current offset values for each bone, so we can smoothly crossfade from it
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											protected override void CrossFadeStart() {
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								 | 
							
							
												foreach (BoneLink b in boneLinks) b.CrossFadeStart();
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								 | 
							
							
											}
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											// Calculate offset, apply to the bones
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											protected override void OnApply(IKSolverFullBodyBiped solver, float weight) {
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								 | 
							
							
												float comValue = aroundCenterOfMass.Evaluate(timer) * weight;
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								 | 
							
							
												Quaternion offset = Quaternion.AngleAxis(comValue, comAxis);
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								 | 
							
							
												foreach (BoneLink b in boneLinks) b.Apply(solver, offset, crossFader);
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								 | 
							
							
											}
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										}
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										[Tooltip("Hit points for the FBBIK effectors")]
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										public HitPointEffector[] effectorHitPoints;
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								 | 
							
							
										[Tooltip(" Hit points for bones without an effector, such as the head")]
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										public HitPointBone[] boneHitPoints;
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										/// <summary>
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								 | 
							
							
										/// Returns true if any of the hits are being processed.
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								 | 
							
							
										/// </summary>
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										public bool inProgress {
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								 | 
							
							
											get {
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								 | 
							
							
												foreach (HitPointEffector h in effectorHitPoints) {
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								 | 
							
							
													if (h.inProgress) return true;
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								 | 
							
							
												}
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								 | 
							
							
												foreach (HitPointBone h in boneHitPoints) {
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								 | 
							
							
													if (h.inProgress) return true;
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								 | 
							
							
												}
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								 | 
							
							
												return false;
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								 | 
							
							
											}
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								 | 
							
							
										}
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								 | 
							
							
										// Called by IKSolverFullBody before updating
							 | 
						
					
						
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								 | 
							
							
										protected override void OnModifyOffset() {
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								 | 
							
							
											foreach (HitPointEffector e in effectorHitPoints) e.Apply(ik.solver, weight);
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
											foreach (HitPointBone b in boneHitPoints) b.Apply(ik.solver, weight);
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
										}
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							| 
								
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							 | 
							
								
									
								 | 
							
							
										// Hit one of the hit points (defined by hit.collider)
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							| 
								
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							 | 
							
								
									
								 | 
							
							
										public void Hit(Collider collider, Vector3 force, Vector3 point) {
							 | 
						
					
						
							| 
								
							 | 
							
								
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							 | 
							
								
									
								 | 
							
							
											if (ik == null) {
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
												Debug.LogError("No IK assigned in HitReaction");
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
												return;
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
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								 | 
							
							
								
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											foreach (HitPointEffector e in effectorHitPoints) {
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
												if (e.collider == collider) e.Hit(force, point);
							 | 
						
					
						
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
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								 | 
							
							
								
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
											foreach (HitPointBone b in boneHitPoints) {
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
												if (b.collider == collider) b.Hit(force, point);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
											}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								}
							 |