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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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								    [CreateAssetMenu(fileName = "Editor IK Pose", menuName = "Final IK/Editor IK Pose", order = 1)]
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								    public class EditorIKPose : ScriptableObject
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								    {
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								        public Vector3[] localPositions = new Vector3[0];
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								        public Quaternion[] localRotations = new Quaternion[0];
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								        public bool poseStored
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								        {
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								            get
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								            {
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								                return localPositions.Length > 0;
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								            }
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								        }
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								        public void Store(Transform[] T)
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								        {
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								            localPositions = new Vector3[T.Length];
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								            localRotations = new Quaternion[T.Length];
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								            for (int i = 1; i < T.Length; i++)
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								            {
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								                localPositions[i] = T[i].localPosition;
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								                localRotations[i] = T[i].localRotation;
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								            }
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								        }
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								        public bool Restore(Transform[] T)
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								        {
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								            if (localPositions.Length != T.Length)
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								            {
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								                Debug.LogError("Can not restore pose (unmatched bone count). Please stop the solver and click on 'Store Default Pose' if you have made changes to character hierarchy.");
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								                return false;
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								            }
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								            for (int i = 1; i < T.Length; i++)
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								            {
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								                T[i].localPosition = localPositions[i];
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								                T[i].localRotation = localRotations[i];
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								            }
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								            return true;
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								        }
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								    }
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								}
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