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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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								namespace RootMotion.FinalIK
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								{
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								    /// <summary>
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								    /// Bend goal object for CCDIK. Add this to a GameObject you wish CCD to bend towards.
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								    /// </summary>
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								    public class CCDBendGoal : MonoBehaviour
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								    {
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								        public CCDIK ik;
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								        [Range(0f, 1f)] public float weight = 1f;
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								        private void Start()
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								        {
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								            ik.solver.OnPreUpdate += BeforeIK;
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								        }
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								        private void BeforeIK()
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								        {
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								            if (!enabled) return;
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								            float w = ik.solver.IKPositionWeight * weight;
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								            if (w <= 0f) return;
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								            Vector3 firstBonePos = ik.solver.bones[0].transform.position;
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								            Vector3 lastBonePos = ik.solver.bones[ik.solver.bones.Length - 1].transform.position;
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								            // Rotating the CCD chain towards this gameobject before it solves so it rolls in from that direction
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								            Quaternion f = Quaternion.FromToRotation(lastBonePos - firstBonePos, transform.position - firstBonePos);
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								            if (w < 1f) f = Quaternion.Slerp(Quaternion.identity, f, w);
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								            ik.solver.bones[0].transform.rotation = f * ik.solver.bones[0].transform.rotation;
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								        }
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								        private void OnDestroy()
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								        {
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								            if (ik != null) ik.solver.OnPreUpdate -= BeforeIK;
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								        }
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								    }
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								}
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