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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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									/// Base class for all FBBIK effector positionOffset modifiers. Works with animatePhysics, safe delegates, offset limits.
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									/// </summary>
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									public abstract class OffsetModifierVRIK: MonoBehaviour {
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										[Tooltip("The master weight")]
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										public float weight = 1f;
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										[Tooltip("Reference to the VRIK component")]
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										public VRIK ik;
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										// not using Time.deltaTime or Time.fixedDeltaTime here, because we don't know if animatePhysics is true or not on the character, so we have to keep track of time ourselves.
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										protected float deltaTime { get { return Time.time - lastTime; }}
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										protected abstract void OnModifyOffset();
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										private float lastTime;
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										protected virtual void Start() {
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											StartCoroutine(Initiate());
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										}
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										private IEnumerator Initiate() {
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											while (ik == null) yield return null;
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											// You can use just LateUpdate, but note that it doesn't work when you have animatePhysics turned on for the character.
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											ik.solver.OnPreUpdate += ModifyOffset;
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											lastTime = Time.time;
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										}
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										// The main function that checks for all conditions and calls OnModifyOffset if they are met
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										private void ModifyOffset() {
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											if (!enabled) return;
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											if (weight <= 0f) return;
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											if (deltaTime <= 0f) return;
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											if (ik == null) return;
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											weight = Mathf.Clamp(weight, 0f, 1f);
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											OnModifyOffset();
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											lastTime = Time.time;
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										}
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										// Remove the delegate when destroyed
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										protected virtual void OnDestroy() {
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											if (ik != null) ik.solver.OnPreUpdate -= ModifyOffset;
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										}
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									}
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								}
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