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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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									/// Demo script that adds the illusion of mass to your character using FullBodyBipedIK.
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									/// </summary>
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									public class Inertia : OffsetModifier {
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										/// <summary>
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										/// Body is just following its transform in a lazy and bouncy way.
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										/// </summary>
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										[System.Serializable]
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										public class Body {
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											/// <summary>
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											/// Linking this to an effector
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											/// </summary>
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											[System.Serializable]
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											public class EffectorLink {
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												[Tooltip("Type of the FBBIK effector to use")]
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												public FullBodyBipedEffector effector;
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												[Tooltip("Weight of using this effector")]
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												public float weight;
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											}
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											[Tooltip("The Transform to follow, can be any bone of the character")]
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											public Transform transform;
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											[Tooltip("Linking the body to effectors. One Body can be used to offset more than one effector")]
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											public EffectorLink[] effectorLinks;
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											[Tooltip("The speed to follow the Transform")]
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											public float speed = 10f;
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											[Tooltip("The acceleration, smaller values means lazyer following")]
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											public float acceleration = 3f;
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											[Tooltip("Matching target velocity")]
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											[Range(0f, 1f)] public float matchVelocity;
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											[Tooltip("gravity applied to the Body")]
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											public float gravity;
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											private Vector3 delta;
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											private Vector3 lazyPoint;
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											private Vector3 direction;
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											private Vector3 lastPosition;
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											private bool firstUpdate = true;
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											// Reset to Transform
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											public void Reset() {
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												if (transform == null) return;
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												lazyPoint = transform.position;
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												lastPosition = transform.position;
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												direction = Vector3.zero;
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											}
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											// Update this body, apply the offset to the effector
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											public void Update(IKSolverFullBodyBiped solver, float weight, float deltaTime) {
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												if (transform == null) return;
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												// If first update, set this body to Transform
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												if (firstUpdate) {
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													Reset();
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													firstUpdate = false;
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												}
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												// Acceleration
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												direction = Vector3.Lerp(direction, ((transform.position - lazyPoint) / deltaTime) * 0.01f, deltaTime * acceleration);
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												// Lazy follow
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												lazyPoint += direction * deltaTime * speed;
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												// Match velocity
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												delta = transform.position - lastPosition;
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												lazyPoint += delta * matchVelocity;
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												// Gravity
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												lazyPoint.y += gravity * deltaTime;
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												// Apply position offset to the effector
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												foreach (EffectorLink effectorLink in effectorLinks) {
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													solver.GetEffector(effectorLink.effector).positionOffset += (lazyPoint - transform.position) * effectorLink.weight * weight;
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												}
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												lastPosition = transform.position;
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											}
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										}
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										[Tooltip("The array of Bodies")]
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										public Body[] bodies;
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										[Tooltip("The array of OffsetLimits")]
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										public OffsetLimits[] limits;
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										// Reset all Bodies
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										public void ResetBodies() {
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											lastTime = Time.time;
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											foreach (Body body in bodies) body.Reset();
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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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											// Update the Bodies
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											foreach (Body body in bodies) body.Update(ik.solver, weight, deltaTime);
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											// Apply the offset limits
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											ApplyLimits(limits);
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										}
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									}
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								}
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