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								using System.Collections;
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								using System.Collections.Generic;
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								using UnityEngine;
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								using UnityEngine.Events;
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								namespace RootMotion.FinalIK
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								{
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								    public partial class IKSolverVR : IKSolver
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								    {
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								        public partial class Locomotion
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								        {
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								            [Tooltip("Tries to maintain this distance between the legs.")]
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								            /// <summary>
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								            /// Tries to maintain this distance between the legs.
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								            /// </summary>
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								            [ShowIf("mode", Mode.Procedural)]
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								            public float footDistance = 0.3f;
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								            [Tooltip("Makes a step only if step target position is at least this far from the current footstep or the foot does not reach the current footstep anymore or footstep angle is past the 'Angle Threshold'.")]
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								            /// <summary>
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								            /// Makes a step only if step target position is at least this far from the current footstep or the foot does not reach the current footstep anymore or footstep angle is past the 'Angle Threshold'.
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								            /// </summary>
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								            [ShowIf("mode", Mode.Procedural)]
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								            public float stepThreshold = 0.4f;
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								            [Tooltip("Makes a step only if step target position is at least 'Step Threshold' far from the current footstep or the foot does not reach the current footstep anymore or footstep angle is past this value.")]
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								            /// <summary>
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								            /// Makes a step only if step target position is at least 'Step Threshold' far from the current footstep or the foot does not reach the current footstep anymore or footstep angle is past this value.
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								            /// </summary>
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								            [ShowIf("mode", Mode.Procedural)]
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								            public float angleThreshold = 60f;
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								            [Tooltip("Multiplies angle of the center of mass - center of pressure vector. Larger value makes the character step sooner if losing balance.")]
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								            /// <summary>
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								            /// Multiplies angle of the center of mass - center of pressure vector. Larger value makes the character step sooner if losing balance.
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								            /// </summary>
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								            [ShowIf("mode", Mode.Procedural)]
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								            public float comAngleMlp = 1f;
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								            [Tooltip("Maximum magnitude of head/hand target velocity used in prediction.")]
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								            /// <summary>
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								            /// Maximum magnitude of head/hand target velocity used in prediction.
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								            /// </summary>
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								            [ShowIf("mode", Mode.Procedural)]
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								            public float maxVelocity = 0.4f;
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								            [Tooltip("The amount of head/hand target velocity prediction.")]
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								            /// <summary>
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								            /// The amount of head/hand target velocity prediction.
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								            /// </summary>
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								            [ShowIf("mode", Mode.Procedural)]
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								            public float velocityFactor = 0.4f;
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								            [Tooltip("How much can a leg be extended before it is forced to step to another position? 1 means fully stretched.")]
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								            /// <summary>
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								            /// How much can a leg be extended before it is forced to step to another position? 1 means fully stretched.
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								            /// </summary>
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								            [ShowRangeIf(0.9f, 1f, "mode", Mode.Procedural)]
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								            public float maxLegStretch = 1f;
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								            [Tooltip("The speed of lerping the root of the character towards the horizontal mid-point of the footsteps.")]
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								            /// <summary>
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								            /// The speed of lerping the root of the character towards the horizontal mid-point of the footsteps.
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								            /// </summary>
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								            [ShowIf("mode", Mode.Procedural)]
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								            public float rootSpeed = 20f;
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								            [Tooltip("The speed of moving a foot to the next position.")]
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								            /// <summary>
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								            /// The speed of moving a foot to the next position.
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								            /// </summary>
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								            [ShowIf("mode", Mode.Procedural)]
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								            public float stepSpeed = 3f;
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								            [Tooltip("The height of the foot by normalized step progress (0 - 1).")]
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								            /// <summary>
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								            /// The height of the foot by normalized step progress (0 - 1).
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								            /// </summary>
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								            [ShowIf("mode", Mode.Procedural)]
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								            public AnimationCurve stepHeight;
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								            [Tooltip("Reduce this value if locomotion makes the head bob too much.")]
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								            /// <summary>
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											/// Reduce this value if locomotion makes the head bob too much.
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											/// </summary>
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								            [ShowIf("mode", Mode.Procedural)]
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								            public float maxBodyYOffset = 0.05f;
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								            [Tooltip("The height offset of the heel by normalized step progress (0 - 1).")]
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								            /// <summary>
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								            /// The height offset of the heel by normalized step progress (0 - 1).
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								            /// </summary>
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								            [ShowIf("mode", Mode.Procedural)]
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								            public AnimationCurve heelHeight;
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								            [Tooltip("Rotates the foot while the leg is not stepping to relax the twist rotation of the leg if ideal rotation is past this angle.")]
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								            /// <summary>
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								            /// Rotates the foot while the leg is not stepping to relax the twist rotation of the leg if ideal rotation is past this angle.
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								            /// </summary>
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								            [ShowRangeIf(0f, 180f, "mode", Mode.Procedural)]
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								            public float relaxLegTwistMinAngle = 20f;
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								            [Tooltip("The speed of rotating the foot while the leg is not stepping to relax the twist rotation of the leg.")]
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								            /// <summary>
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								            /// The speed of rotating the foot while the leg is not stepping to relax the twist rotation of the leg.
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								            /// </summary>
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								            [ShowIf("mode", Mode.Procedural)]
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								            public float relaxLegTwistSpeed = 400f;
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								            [Tooltip("Interpolation mode of the step.")]
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								            /// <summary>
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								            /// Interpolation mode of the step.
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								            /// </summary>
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								            [ShowIf("mode", Mode.Procedural)]
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								            public InterpolationMode stepInterpolation = InterpolationMode.InOutSine;
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								            [Tooltip("Offset for the approximated center of mass.")]
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								            /// <summary>
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								            /// Offset for the approximated center of mass.
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								            /// </summary>
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								            [ShowIf("mode", Mode.Procedural)]
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								            public Vector3 offset;
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								            [HideInInspector] public bool blockingEnabled;
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								            [HideInInspector] public LayerMask blockingLayers;
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								            [HideInInspector] public float raycastRadius = 0.2f;
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								            [HideInInspector] public float raycastHeight = 0.2f;
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								            //[Tooltip("Called when the left foot has finished a step.")]
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								            /// <summary>
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								            /// Called when the left foot has finished a step.
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								            /// </summary>
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								            [HideInInspector][SerializeField] public UnityEvent onLeftFootstep = new UnityEvent(); // Events hidden because of Unity custom property drawer problems with UnityEvents, can still access and add listeners via script.
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								            //[Tooltip("Called when the right foot has finished a step")]
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								            /// <summary>
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								            /// Called when the right foot has finished a step
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								            /// </summary>
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								            [HideInInspector] [SerializeField] public UnityEvent onRightFootstep = new UnityEvent(); // Events hidden because of Unity custom property drawer problems with UnityEvents, can still access and add listeners via script.
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								            /// <summary>
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								            /// Gets the approximated center of mass.
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								            /// </summary>
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								            public Vector3 centerOfMass { get; private set; }
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								            private Footstep[] footsteps = new Footstep[0];
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								            private Vector3 lastComPosition;
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								            private Vector3 comVelocity;
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								            private int leftFootIndex;
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								            private int rightFootIndex;
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								            private void Initiate_Procedural(Vector3[] positions, Quaternion[] rotations, bool hasToes, float scale)
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								            {
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								                leftFootIndex = hasToes ? 17 : 16;
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								                rightFootIndex = hasToes ? 21 : 20;
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								                footsteps = new Footstep[2] {
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								                    new Footstep(rotations[0], positions[leftFootIndex], rotations[leftFootIndex], footDistance * scale * Vector3.left),
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								                    new Footstep(rotations[0], positions[rightFootIndex], rotations[rightFootIndex], footDistance * scale * Vector3.right)
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								                    };
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								            }
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								            private void Reset_Procedural(Vector3[] positions, Quaternion[] rotations)
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								            {
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								                lastComPosition = Vector3.Lerp(positions[1], positions[5], 0.25f) + rotations[0] * offset;
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								                comVelocity = Vector3.zero;
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								                footsteps[0].Reset(rotations[0], positions[leftFootIndex], rotations[leftFootIndex]);
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								                footsteps[1].Reset(rotations[0], positions[rightFootIndex], rotations[rightFootIndex]);
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								            }
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								            private void Relax_Procedural()
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								            {
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								                footsteps[0].relaxFlag = true;
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								                footsteps[1].relaxFlag = true;
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								            }
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								            private void AddDeltaRotation_Procedural(Quaternion delta, Vector3 pivot)
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								            {
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								                Vector3 toLastComPosition = lastComPosition - pivot;
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								                lastComPosition = pivot + delta * toLastComPosition;
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								                foreach (Footstep f in footsteps)
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								                {
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								                    f.rotation = delta * f.rotation;
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								                    f.stepFromRot = delta * f.stepFromRot;
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								                    f.stepToRot = delta * f.stepToRot;
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								                    f.stepToRootRot = delta * f.stepToRootRot;
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								                    Vector3 toF = f.position - pivot;
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								                    f.position = pivot + delta * toF;
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								                    Vector3 toStepFrom = f.stepFrom - pivot;
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								                    f.stepFrom = pivot + delta * toStepFrom;
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								                    Vector3 toStepTo = f.stepTo - pivot;
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								                    f.stepTo = pivot + delta * toStepTo;
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								                }
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								            }
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								            private void AddDeltaPosition_Procedural(Vector3 delta)
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								            {
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								                lastComPosition += delta;
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								                foreach (Footstep f in footsteps)
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								                {
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								                    f.position += delta;
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								                    f.stepFrom += delta;
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								                    f.stepTo += delta;
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								                }
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								            }
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								            public void Solve_Procedural(VirtualBone rootBone, Spine spine, Leg leftLeg, Leg rightLeg, Arm leftArm, Arm rightArm, int supportLegIndex, out Vector3 leftFootPosition, out Vector3 rightFootPosition, out Quaternion leftFootRotation, out Quaternion rightFootRotation, out float leftFootOffset, out float rightFootOffset, out float leftHeelOffset, out float rightHeelOffset, float scale, float deltaTime)
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								            {
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								                if (weight <= 0f || deltaTime <= 0f)
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								                {
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								                    leftFootPosition = Vector3.zero;
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								                    rightFootPosition = Vector3.zero;
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								                    leftFootRotation = Quaternion.identity;
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								                    rightFootRotation = Quaternion.identity;
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								                    leftFootOffset = 0f;
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								                    rightFootOffset = 0f;
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								                    leftHeelOffset = 0f;
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								                    rightHeelOffset = 0f;
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								                    return;
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								                }
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								                Vector3 rootUp = rootBone.solverRotation * Vector3.up;
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								                Vector3 leftThighPosition = spine.pelvis.solverPosition + spine.pelvis.solverRotation * leftLeg.thighRelativeToPelvis;
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								                Vector3 rightThighPosition = spine.pelvis.solverPosition + spine.pelvis.solverRotation * rightLeg.thighRelativeToPelvis;
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								                footsteps[0].characterSpaceOffset = footDistance * Vector3.left * scale;
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								                footsteps[1].characterSpaceOffset = footDistance * Vector3.right * scale;
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								                Vector3 forward = spine.faceDirection;
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								                Vector3 forwardY = V3Tools.ExtractVertical(forward, rootUp, 1f);
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								                forward -= forwardY;
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								                Quaternion forwardRotation = Quaternion.LookRotation(forward, rootUp);
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								                if (spine.rootHeadingOffset != 0f) forwardRotation = Quaternion.AngleAxis(spine.rootHeadingOffset, rootUp) * forwardRotation;
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								                //centerOfMass = Vector3.Lerp(spine.pelvis.solverPosition, spine.head.solverPosition, 0.25f) + rootBone.solverRotation * offset;
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								                float pelvisMass = 1f;
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								                float headMass = 1f;
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								                float armMass = 0.2f;
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								                float totalMass = pelvisMass + headMass + 2f * armMass;
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								                centerOfMass = Vector3.zero;
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								                centerOfMass += spine.pelvis.solverPosition * pelvisMass;
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								 | 
							
							
								                centerOfMass += spine.head.solverPosition * headMass;
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								                centerOfMass += leftArm.position * armMass;
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								 | 
							
							
								                centerOfMass += rightArm.position * armMass;
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								 | 
							
							
								                centerOfMass /= totalMass;
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								                centerOfMass += rootBone.solverRotation * offset;
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								                comVelocity = deltaTime > 0f ? (centerOfMass - lastComPosition) / deltaTime : Vector3.zero;
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								 | 
							
							
								                lastComPosition = centerOfMass;
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								 | 
							
							
								                comVelocity = Vector3.ClampMagnitude(comVelocity, maxVelocity) * velocityFactor * scale;
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								 | 
							
							
								                Vector3 centerOfMassV = centerOfMass + comVelocity;
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								 | 
							
							
								                Vector3 pelvisPositionGroundLevel = V3Tools.PointToPlane(spine.pelvis.solverPosition, rootBone.solverPosition, rootUp);
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								 | 
							
							
								                Vector3 centerOfMassVGroundLevel = V3Tools.PointToPlane(centerOfMassV, rootBone.solverPosition, rootUp);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                Vector3 centerOfPressure = Vector3.Lerp(footsteps[0].position, footsteps[1].position, 0.5f);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                Vector3 comDir = centerOfMassV - centerOfPressure;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                float comAngle = Vector3.Angle(comDir, rootBone.solverRotation * Vector3.up) * comAngleMlp;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                // Set support leg
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                for (int i = 0; i < footsteps.Length; i++)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    footsteps[i].isSupportLeg = supportLegIndex == i;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                // Update stepTo while stepping
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                for (int i = 0; i < footsteps.Length; i++)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    if (footsteps[i].isStepping)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        Vector3 stepTo = centerOfMassVGroundLevel + rootBone.solverRotation * footsteps[i].characterSpaceOffset;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        if (!StepBlocked(footsteps[i].stepFrom, stepTo, rootBone.solverPosition))
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            footsteps[i].UpdateStepping(stepTo, forwardRotation, 10f, deltaTime);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    else
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        footsteps[i].UpdateStanding(forwardRotation, relaxLegTwistMinAngle, relaxLegTwistSpeed, deltaTime);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                // Triggering new footsteps
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                if (CanStep())
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    int stepLegIndex = -1;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    float bestValue = -Mathf.Infinity;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    for (int i = 0; i < footsteps.Length; i++)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        if (!footsteps[i].isStepping)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            Vector3 stepTo = centerOfMassVGroundLevel + rootBone.solverRotation * footsteps[i].characterSpaceOffset;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            float legLength = i == 0 ? leftLeg.mag : rightLeg.mag;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            Vector3 thighPos = i == 0 ? leftThighPosition : rightThighPosition;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            float thighDistance = Vector3.Distance(footsteps[i].position, thighPos);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            bool lengthStep = false;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            if (thighDistance >= legLength * maxLegStretch)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            {// * 0.95f) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                                stepTo = pelvisPositionGroundLevel + rootBone.solverRotation * footsteps[i].characterSpaceOffset;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                                lengthStep = true;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            bool collision = false;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            for (int n = 0; n < footsteps.Length; n++)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                                if (n != i && !lengthStep)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                                    if (Vector3.Distance(footsteps[i].position, footsteps[n].position) < 0.25f * scale && (footsteps[i].position - stepTo).sqrMagnitude < (footsteps[n].position - stepTo).sqrMagnitude)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                                    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                                    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                                    else collision = GetLineSphereCollision(footsteps[i].position, stepTo, footsteps[n].position, 0.25f * scale);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                                    if (collision) break;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            float angle = Quaternion.Angle(forwardRotation, footsteps[i].stepToRootRot);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            if (!collision || angle > angleThreshold)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                                float stepDistance = Vector3.Distance(footsteps[i].position, stepTo);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                                float t = stepThreshold * scale;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                                if (footsteps[i].relaxFlag) t = 0f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                                float sT = Mathf.Lerp(t, t * 0.1f, comAngle * 0.015f);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                                if (lengthStep) sT *= 0.5f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                                if (i == 0) sT *= 0.9f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                                if (!StepBlocked(footsteps[i].position, stepTo, rootBone.solverPosition))
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                                    if (stepDistance > sT || angle > angleThreshold)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                                    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                                        float value = 0f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                                        value -= stepDistance;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                                        if (value > bestValue)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                                        {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                                            stepLegIndex = i;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                                            bestValue = value;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                                        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                                    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                            }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    if (stepLegIndex != -1)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        Vector3 stepTo = centerOfMassVGroundLevel + rootBone.solverRotation * footsteps[stepLegIndex].characterSpaceOffset;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        footsteps[stepLegIndex].stepSpeed = UnityEngine.Random.Range(stepSpeed, stepSpeed * 1.5f);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                        footsteps[stepLegIndex].StepTo(stepTo, forwardRotation, stepThreshold * scale);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                footsteps[0].Update(stepInterpolation, onLeftFootstep, deltaTime);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                footsteps[1].Update(stepInterpolation, onRightFootstep, deltaTime);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                leftFootPosition = footsteps[0].position;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                rightFootPosition = footsteps[1].position;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                leftFootPosition = V3Tools.PointToPlane(leftFootPosition, leftLeg.lastBone.readPosition, rootUp);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                rightFootPosition = V3Tools.PointToPlane(rightFootPosition, rightLeg.lastBone.readPosition, rootUp);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                leftFootOffset = stepHeight.Evaluate(footsteps[0].stepProgress) * scale;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                rightFootOffset = stepHeight.Evaluate(footsteps[1].stepProgress) * scale;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                leftHeelOffset = heelHeight.Evaluate(footsteps[0].stepProgress) * scale;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                rightHeelOffset = heelHeight.Evaluate(footsteps[1].stepProgress) * scale;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                leftFootRotation = footsteps[0].rotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                rightFootRotation = footsteps[1].rotation;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            public Vector3 leftFootstepPosition
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                get
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    return footsteps[0].position;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
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								            public Vector3 rightFootstepPosition
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								 | 
							
							
								            {
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								                get
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								                {
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								 | 
							
							
								                    return footsteps[1].position;
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								                }
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								            }
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								            public Quaternion leftFootstepRotation
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								            {
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								                get
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								                {
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								                    return footsteps[0].rotation;
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								                }
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								            }
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								            public Quaternion rightFootstepRotation
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								            {
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								                get
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								                {
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								 | 
							
							
								                    return footsteps[1].rotation;
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								 | 
							
							
								                }
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								            }
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								            private bool StepBlocked(Vector3 fromPosition, Vector3 toPosition, Vector3 rootPosition)
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								            {
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								 | 
							
							
								                if (blockingLayers == -1 || !blockingEnabled) return false;
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								                Vector3 origin = fromPosition;
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								 | 
							
							
								                origin.y = rootPosition.y + raycastHeight + raycastRadius;
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								                Vector3 direction = toPosition - origin;
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								 | 
							
							
								                direction.y = 0f;
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								                RaycastHit hit;
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								                if (raycastRadius <= 0f)
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								                {
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								 | 
							
							
								                    return Physics.Raycast(origin, direction, out hit, direction.magnitude, blockingLayers);
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								                }
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								 | 
							
							
								                else
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								 | 
							
							
								                {
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								 | 
							
							
								                    return Physics.SphereCast(origin, raycastRadius, direction, out hit, direction.magnitude, blockingLayers);
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							| 
								
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								 | 
							
							
								                }
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								 | 
							
							
								            }
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								 | 
							
							
								
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								 | 
							
							
								            private bool CanStep()
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							 | 
							
								
									
								 | 
							
							
								            {
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							| 
								
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								 | 
							
							
								                foreach (Footstep f in footsteps) if (f.isStepping && f.stepProgress < 0.8f) return false;
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								 | 
							
							
								                return true;
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								 | 
							
							
								            }
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								 | 
							
							
								
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							| 
								
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								 | 
							
							
								            private static bool GetLineSphereCollision(Vector3 lineStart, Vector3 lineEnd, Vector3 sphereCenter, float sphereRadius)
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							| 
								
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								 | 
							
							
								            {
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								 | 
							
							
								                Vector3 line = lineEnd - lineStart;
							 | 
						
					
						
							| 
								
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								 | 
							
							
								                Vector3 toSphere = sphereCenter - lineStart;
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							| 
								
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							 | 
							
								
									
								 | 
							
							
								                float distToSphereCenter = toSphere.magnitude;
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                float d = distToSphereCenter - sphereRadius;
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								 | 
							
							
								
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							| 
								
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								 | 
							
							
								                if (d > line.magnitude) return false;
							 | 
						
					
						
							| 
								
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								 | 
							
							
								
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							| 
								
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							 | 
							
								
									
								 | 
							
							
								                Quaternion q = Quaternion.LookRotation(line, toSphere);
							 | 
						
					
						
							| 
								
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								 | 
							
							
								
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							| 
								
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								 | 
							
							
								                Vector3 toSphereRotated = Quaternion.Inverse(q) * toSphere;
							 | 
						
					
						
							| 
								
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								 | 
							
							
								
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
								                if (toSphereRotated.z < 0f)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                    return d < 0f;
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                return toSphereRotated.y - sphereRadius < 0f;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								        }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								}
							 |