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								using UnityEngine;
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								using System.Collections;
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								namespace RootMotion.FinalIK {
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									/// <summary>
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									/// Grounding for FBBIK characters.
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									/// </summary>
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									[HelpURL("https://www.youtube.com/watch?v=9MiZiaJorws&index=6&list=PLVxSIA1OaTOu8Nos3CalXbJ2DrKnntMv6")]
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									[AddComponentMenu("Scripts/RootMotion.FinalIK/Grounder/Grounder Full Body Biped")]
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									public class GrounderFBBIK: Grounder {
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										// Open a video tutorial video
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										[ContextMenu("TUTORIAL VIDEO")]
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										void OpenTutorial() {
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											Application.OpenURL("https://www.youtube.com/watch?v=9MiZiaJorws&index=6&list=PLVxSIA1OaTOu8Nos3CalXbJ2DrKnntMv6");
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										}
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										// Open the User Manual URL
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										[ContextMenu("User Manual")]
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										protected override void OpenUserManual() {
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											Application.OpenURL("http://www.root-motion.com/finalikdox/html/page9.html");
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										}
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										// Open the Script Reference URL
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										[ContextMenu("Scrpt Reference")]
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										protected override void OpenScriptReference() {
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											Application.OpenURL("http://www.root-motion.com/finalikdox/html/class_root_motion_1_1_final_i_k_1_1_grounder_f_b_b_i_k.html");
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										}
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										#region Main Interface
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										/// <summary>
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										/// Contains the bending weights for an effector.
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										/// </summary>
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										[System.Serializable]
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										public class SpineEffector {
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											/// <summary>
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											/// The type of the effector.
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											/// </summary>
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											[Tooltip("The type of the effector.")]
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											public FullBodyBipedEffector effectorType;
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											/// <summary>
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											/// The weight of horizontal bend offset towards the slope..
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											/// </summary>
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											[Tooltip("The weight of horizontal bend offset towards the slope.")]
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											public float horizontalWeight = 1f;
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											/// <summary>
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											/// The vertical bend offset weight.
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											/// </summary>
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											[Tooltip("The vertical bend offset weight.")]
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											public float verticalWeight;
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											public SpineEffector() {}
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											/// <summary>
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											/// Initializes a new instance of the <see cref="RootMotion.FinalIK.GrounderFBBIK+SpineEffector"/> class.
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											/// </summary>
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											/// <param name="effectorType">Effector type.</param>
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											/// <param name="horizontalWeight">Horizontal weight.</param>
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											/// <param name="verticalWeight">Vertical weight.</param>
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											public SpineEffector(FullBodyBipedEffector effectorType, float horizontalWeight, float verticalWeight) {
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												this.effectorType = effectorType;
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												this.horizontalWeight = horizontalWeight;
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												this.verticalWeight = verticalWeight;
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											}
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										}
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										/// <summary>
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										/// Reference to the FBBIK componet.
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										/// </summary>
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										[Tooltip("Reference to the FBBIK componet.")]
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										public FullBodyBipedIK ik;
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										/// <summary>
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										/// The amount of spine bending towards upward slopes.
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										/// </summary>
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										[Tooltip("The amount of spine bending towards upward slopes.")]
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										public float spineBend = 2f;
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										/// <summary>
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										/// The interpolation speed of spine bending.
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										/// </summary>
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										[Tooltip("The interpolation speed of spine bending.")]
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										public float spineSpeed = 3f;
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										/// <summary>
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										/// The spine bending effectors.
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										/// </summary>
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										public SpineEffector[] spine = new SpineEffector[0];
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										#endregion Main Interface
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										public override void ResetPosition() {
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											solver.Reset();
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											spineOffset = Vector3.zero;
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										}
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										private Transform[] feet = new Transform[2];
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										private Vector3 spineOffset;
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										private bool firstSolve;
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										// Can we initiate the Grounding?
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										private bool IsReadyToInitiate() {
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											if (ik == null) return false;
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											if (!ik.solver.initiated) return false;
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											return true;
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										}
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										// Initiate once we have a FBBIK component
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										void Update() {
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											firstSolve = true;
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											weight = Mathf.Clamp(weight, 0f, 1f);
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											if (weight <= 0f) return;
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											if (initiated) return;
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											if (!IsReadyToInitiate()) return;
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											Initiate();
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										}
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										void FixedUpdate() {
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											firstSolve = true;
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										}
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										void LateUpdate() {
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											firstSolve = true;
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										}
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										private void Initiate () {
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											// Set maintainRotationWeight to 1 for both limbs so their rotation will be maintained as animated
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											ik.solver.leftLegMapping.maintainRotationWeight = 1f;
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											ik.solver.rightLegMapping.maintainRotationWeight = 1f;
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											// Gathering both foot bones from the FBBIK
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											feet = new Transform[2];
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											feet[0] = ik.solver.leftFootEffector.bone;
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											feet[1] = ik.solver.rightFootEffector.bone;
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											// Add to the FBBIK OnPreUpdate delegate to know when it solves
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											ik.solver.OnPreUpdate += OnSolverUpdate;
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								            ik.solver.OnPostUpdate += OnPostSolverUpdate;
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											// Initiate Grounding
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											solver.Initiate(ik.references.root, feet);
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											initiated = true;
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										}
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										// Called before updating the main IK solver
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										private void OnSolverUpdate() {
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											if (!firstSolve) return;
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											firstSolve = false;
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											if (!enabled) return;
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											if (weight <= 0f) return;
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											if (OnPreGrounder != null) OnPreGrounder();
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											solver.Update();
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											// Move the pelvis
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											ik.references.pelvis.position += solver.pelvis.IKOffset * weight;
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											// Set effector positionOffsets for the feet
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											SetLegIK(ik.solver.leftFootEffector, solver.legs[0]);
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											SetLegIK(ik.solver.rightFootEffector, solver.legs[1]);
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											// Bending the spine
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											if (spineBend != 0f) {
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												spineSpeed = Mathf.Clamp(spineSpeed, 0f, spineSpeed);
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												Vector3 spineOffseTarget = GetSpineOffsetTarget() * weight;
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												spineOffset = Vector3.Lerp(spineOffset, spineOffseTarget * spineBend, Time.deltaTime * spineSpeed);
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												Vector3 verticalOffset = ik.references.root.up * spineOffset.magnitude;
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												for (int i = 0; i < spine.Length; i++) {
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													ik.solver.GetEffector(spine[i].effectorType).positionOffset += (spineOffset * spine[i].horizontalWeight) + (verticalOffset * spine[i].verticalWeight);
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												}
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											}
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											if (OnPostGrounder != null) OnPostGrounder();
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										}
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										// Set the effector positionOffset for the foot
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										private void SetLegIK(IKEffector effector, Grounding.Leg leg) {
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											effector.positionOffset += (leg.IKPosition - effector.bone.position) * weight;
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											effector.bone.rotation = Quaternion.Slerp(Quaternion.identity, leg.rotationOffset, weight) * effector.bone.rotation;
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										}
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										// Auto-assign ik
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										void OnDrawGizmosSelected() {
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								 | 
							
							
											if (ik == null) ik = GetComponent<FullBodyBipedIK>();
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								 | 
							
							
											if (ik == null) ik = GetComponentInParent<FullBodyBipedIK>();
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								 | 
							
							
											if (ik == null) ik = GetComponentInChildren<FullBodyBipedIK>();
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										}
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								        private void OnPostSolverUpdate()
							 | 
						
					
						
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								 | 
							
							
								        {
							 | 
						
					
						
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								 | 
							
							
								            if (OnPostIK != null) OnPostIK();
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								 | 
							
							
								        }
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								        // Cleaning up the delegate
							 | 
						
					
						
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								 | 
							
							
								        void OnDestroy() {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            if (initiated && ik != null)
							 | 
						
					
						
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							 | 
							
								
									
								 | 
							
							
								            {
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                ik.solver.OnPreUpdate -= OnSolverUpdate;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								                ik.solver.OnPostUpdate -= OnPostSolverUpdate;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								            }
							 | 
						
					
						
							| 
								
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							 | 
							
								
									
								 | 
							
							
										}
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
									}
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								}
							 |