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								using UnityEngine;
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								using System.Collections;
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								namespace RootMotion.FinalIK {
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									public class LookAtController : MonoBehaviour {
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										public LookAtIK ik;
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										[Header("Target Smoothing")]
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										[Tooltip("The target to look at. Do not use the Target transform that is assigned to LookAtIK. Set to null if you wish to stop looking.")]
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										public Transform target;
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										[Range(0f, 1f)] public float weight = 1f;
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										public Vector3 offset;
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										[Tooltip("The time it takes to switch targets.")]
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										public float targetSwitchSmoothTime = 0.3f;
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										[Tooltip("The time it takes to blend in/out of LookAtIK weight.")]
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										public float weightSmoothTime = 0.3f;
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										[Header("Turning Towards The Target")]
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										[Tooltip("Enables smooth turning towards the target according to the parameters under this header.")]
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										public bool smoothTurnTowardsTarget = true;
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										[Tooltip("Speed of turning towards the target using Vector3.RotateTowards.")]
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										public float maxRadiansDelta = 3f;
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										[Tooltip("Speed of moving towards the target using Vector3.RotateTowards.")]
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										public float maxMagnitudeDelta = 3f;
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										[Tooltip("Speed of slerping towards the target.")]
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										public float slerpSpeed = 3f;
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										[Tooltip("The position of the pivot that the look at target is rotated around relative to the root of the character.")] 
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										public Vector3 pivotOffsetFromRoot = Vector3.up;
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										[Tooltip("Minimum distance of looking from the first bone. Keeps the solver from failing if the target is too close.")] 
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										public float minDistance = 1f;
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										[Header("RootRotation")]
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										[Tooltip("Character root will be rotate around the Y axis to keep root forward within this angle from the look direction.")]
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										[Range(0f, 180f)]
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										public float maxRootAngle = 45f;
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										private Transform lastTarget;
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										private float switchWeight, switchWeightV;
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										private float weightV;
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										private Vector3 lastPosition;
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										private Vector3 dir;
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										private bool lastSmoothTowardsTarget;
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										void Start() {
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											lastPosition = ik.solver.IKPosition;
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											dir = ik.solver.IKPosition - pivot;
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										}
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										void LateUpdate () {
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											// If target has changed...
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											if (target != lastTarget) {
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								                if (lastTarget == null && target != null && ik.solver.IKPositionWeight <= 0f) { 
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								                    lastPosition = target.position;
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													dir = target.position - pivot;
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													ik.solver.IKPosition = target.position + offset;
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												} else {
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													lastPosition = ik.solver.IKPosition;
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													dir = ik.solver.IKPosition - pivot;
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												}
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												switchWeight = 0f;
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												lastTarget = target;
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											}
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								            // Smooth weight
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								            float targetWeight = target != null ? weight : 0f;
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											ik.solver.IKPositionWeight = Mathf.SmoothDamp(ik.solver.IKPositionWeight, targetWeight, ref weightV, weightSmoothTime);
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											if (ik.solver.IKPositionWeight >= 0.999f && targetWeight > ik.solver.IKPositionWeight) ik.solver.IKPositionWeight = 1f;
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											if (ik.solver.IKPositionWeight <= 0.001f && targetWeight < ik.solver.IKPositionWeight) ik.solver.IKPositionWeight = 0f;
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											if (ik.solver.IKPositionWeight <= 0f) return;
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											// Smooth target switching
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											switchWeight = Mathf.SmoothDamp(switchWeight, 1f, ref switchWeightV, targetSwitchSmoothTime);
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											if (switchWeight >= 0.999f) switchWeight = 1f;
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											if (target != null) {
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												ik.solver.IKPosition = Vector3.Lerp(lastPosition, target.position + offset, switchWeight);
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											}
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											// Smooth turn towards target
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											if (smoothTurnTowardsTarget != lastSmoothTowardsTarget) {
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												dir = ik.solver.IKPosition - pivot;
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												lastSmoothTowardsTarget = smoothTurnTowardsTarget;
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											}
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											if (smoothTurnTowardsTarget) {
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												Vector3 targetDir = ik.solver.IKPosition - pivot;
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												dir = Vector3.Slerp(dir, targetDir, Time.deltaTime * slerpSpeed);
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												dir = Vector3.RotateTowards(dir, targetDir, Time.deltaTime * maxRadiansDelta, maxMagnitudeDelta);
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												ik.solver.IKPosition = pivot + dir;
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											}
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											// Min distance from the pivot
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											ApplyMinDistance();
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											// Root rotation
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											RootRotation();
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										}
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										// Pivot of rotating the aiming direction.
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										private Vector3 pivot {
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											get {
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												return ik.transform.position + ik.transform.rotation * pivotOffsetFromRoot;
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											}
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										}
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										// Make sure aiming target is not too close (might make the solver instable when the target is closer to the first bone than the last bone is).
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										void ApplyMinDistance() {
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											Vector3 aimFrom = pivot;
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											Vector3 direction = (ik.solver.IKPosition - aimFrom);
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											direction = direction.normalized * Mathf.Max(direction.magnitude, minDistance);
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											ik.solver.IKPosition = aimFrom + direction;
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										}
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										// Character root will be rotate around the Y axis to keep root forward within this angle from the looking direction.
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										private void RootRotation() {
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											float max = Mathf.Lerp(180f, maxRootAngle, ik.solver.IKPositionWeight);
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											if (max < 180f) {
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												Vector3 faceDirLocal = Quaternion.Inverse(ik.transform.rotation) * (ik.solver.IKPosition - pivot);
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												float angle = Mathf.Atan2(faceDirLocal.x, faceDirLocal.z) * Mathf.Rad2Deg;
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												float rotation = 0f;
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												if (angle > max) {
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													rotation = angle - max;
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												}
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												if (angle < -max) {
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													rotation = angle + max;
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												}
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								 | 
							
							
												ik.transform.rotation = Quaternion.AngleAxis(rotation, ik.transform.up) * ik.transform.rotation;		
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											}
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										}
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									}
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								}
							 |