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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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									/// Maps a single bone to a node in %IK Solver
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									/// </summary>
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									[System.Serializable]
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									public class IKMappingBone: IKMapping {
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										#region Main Interface
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										/// <summary>
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										/// The bone transform.
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										/// </summary>
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										public Transform bone;
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										/// <summary>
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										/// The weight of maintaining the bone's rotation after solver has finished.
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										/// </summary>
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										[Range(0f, 1f)]
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										public float maintainRotationWeight = 1f;
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										/// <summary>
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										/// Determines whether this IKMappingBone is valid.
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										/// </summary>
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										public override bool IsValid(IKSolver solver, ref string message) {
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											if (!base.IsValid(solver, ref message)) return false;
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											if (bone == null) {
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												message = "IKMappingBone's bone is null.";
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												return false;
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											}
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											return true;
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										}
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										#endregion Main Interface
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										private BoneMap boneMap = new BoneMap();
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										public IKMappingBone() {}
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										public IKMappingBone(Transform bone) {
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											this.bone = bone;
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										}
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										public void StoreDefaultLocalState() {
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											boneMap.StoreDefaultLocalState();
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										}
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										public void FixTransforms() {
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											boneMap.FixTransform(false);
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										}
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										/*
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										 * Initiating and setting defaults
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										 * */
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										public override void Initiate(IKSolverFullBody solver) {
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											if (boneMap == null) boneMap = new BoneMap();
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											boneMap.Initiate(bone, solver);
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										}
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										/*
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										 * Pre-solving
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										 * */
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										public void ReadPose() {
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											boneMap.MaintainRotation();
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										}
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										public void WritePose(float solverWeight) {
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											// Rotating back to the last maintained rotation
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											boneMap.RotateToMaintain(solverWeight * maintainRotationWeight);
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										}
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									}
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								}
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