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								using UnityEngine;
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								using System.Collections;
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								using System;
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								namespace RootMotion {
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									/// <summary>
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									/// Contains tools for working on Transform hierarchies.
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									/// </summary>
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									public class Hierarchy {
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										/// <summary>
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										/// Make sure the bones are in valid %Hierarchy
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										/// </summary>
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										public static bool HierarchyIsValid(Transform[] bones) {
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											for (int i = 1; i < bones.Length; i++) {
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												// If parent bone is not an ancestor of bone, the hierarchy is invalid
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												if (!IsAncestor(bones[i], bones[i - 1])) {
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													return false;
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												}
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											}
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											return true;
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										}
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										/// <summary>
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										/// Checks if an array of objects contains any duplicates.
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										/// </summary>
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										public static UnityEngine.Object ContainsDuplicate(UnityEngine.Object[] objects) {
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											for (int i = 0; i < objects.Length; i++) {
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												for (int i2 = 0; i2 < objects.Length; i2++) {
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													if (i != i2 && objects[i] == objects[i2]) return objects[i];
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												}
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											}
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											return null;
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										}
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										/// <summary>
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										/// Determines whether the second Transform is an ancestor to the first Transform.
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										/// </summary>
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										public static bool IsAncestor(Transform transform, Transform ancestor) {
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											if (transform == null) return true;
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											if (ancestor == null) return true;
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											if (transform.parent == null) return false;
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											if (transform.parent == ancestor) return true;
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											return IsAncestor(transform.parent, ancestor);
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										}
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										/// <summary>
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										/// Returns true if the transforms contains the child
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										/// </summary>
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										public static bool ContainsChild(Transform transform, Transform child) {
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											if (transform == child) return true;
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											Transform[] children = transform.GetComponentsInChildren<Transform>() as Transform[];
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											foreach (Transform c in children) if (c == child) return true;
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											return false;
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										}
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										/// <summary>
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										/// Adds all Transforms until the blocker to the array
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										/// </summary>
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										public static void AddAncestors(Transform transform, Transform blocker, ref Transform[] array) {		
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											if (transform.parent != null && transform.parent != blocker) {
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												if (transform.parent.position != transform.position && transform.parent.position != blocker.position) {
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													Array.Resize(ref array, array.Length + 1);
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													array[array.Length - 1] = transform.parent;
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												}
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												AddAncestors(transform.parent, blocker, ref array);
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											}
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										}
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										/// <summary>
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										/// Gets the last ancestor that has more than minChildCount number of child Transforms 
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										/// </summary>
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										public static Transform GetAncestor(Transform transform, int minChildCount) {
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											if (transform == null) return null;
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											if (transform.parent != null) {
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												if (transform.parent.childCount >= minChildCount) return transform.parent;
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												return GetAncestor(transform.parent, minChildCount);
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											}
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											return null;
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										}
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										/// <summary>
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										/// Gets the first common ancestor up the hierarchy
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										/// </summary>
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										public static Transform GetFirstCommonAncestor(Transform t1, Transform t2) {
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											if (t1 == null) return null;
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											if (t2 == null) return null;
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											if (t1.parent == null) return null;
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											if (t2.parent == null) return null;
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											if (IsAncestor(t2, t1.parent)) return t1.parent;
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											return GetFirstCommonAncestor(t1.parent, t2);
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										}
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										/// <summary>
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										/// Gets the first common ancestor of the specified transforms.
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										/// </summary>
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										public static Transform GetFirstCommonAncestor(Transform[] transforms) {
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											if (transforms == null) {
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												Debug.LogWarning("Transforms is null.");
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												return null;
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											}
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											if (transforms.Length == 0) {
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												Debug.LogWarning("Transforms.Length is 0.");
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												return null;
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											}
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											for (int i = 0; i < transforms.Length; i++) {
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												if (transforms[i] == null) return null;
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												if (IsCommonAncestor(transforms[i], transforms)) return transforms[i];
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											}
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											return GetFirstCommonAncestorRecursive(transforms[0], transforms);
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										}
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										/// <summary>
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										/// Gets the first common ancestor recursively.
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										/// </summary>
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										public static Transform GetFirstCommonAncestorRecursive(Transform transform, Transform[] transforms) {
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											if (transform == null) {
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												Debug.LogWarning("Transform is null.");
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												return null;
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											}
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											if (transforms == null) {
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												Debug.LogWarning("Transforms is null.");
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												return null;
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											}
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											if (transforms.Length == 0) {
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												Debug.LogWarning("Transforms.Length is 0.");
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												return null;
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											}
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											if (IsCommonAncestor(transform, transforms)) return transform;
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											if (transform.parent == null) return null;
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											return GetFirstCommonAncestorRecursive(transform.parent, transforms);
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										}
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										/// <summary>
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										/// Determines whether the first parameter is the common ancestor of all the other specified transforms.
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										/// </summary>
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										public static bool IsCommonAncestor(Transform transform, Transform[] transforms) {
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											if (transform == null) {
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												Debug.LogWarning("Transform is null.");
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												return false;
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											}
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											for (int i = 0; i < transforms.Length; i++) {
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												if (transforms[i] == null) {
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													Debug.Log("Transforms[" + i + "] is null.");
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													return false;
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												}
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												if (!IsAncestor(transforms[i], transform) && transforms[i] != transform) return false;
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											}
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											return true;
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										}
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									}
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								}
							 |