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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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									/// Manages the execution order of IK components.
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									/// </summary>
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									public class IKExecutionOrder : MonoBehaviour {
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										/// <summary>
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										/// The IK components, assign in the order in which you wish to update them.
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										/// </summary>
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										[Tooltip("The IK components, assign in the order in which you wish to update them.")]
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										public IK[] IKComponents;
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										[Tooltip("Optional. Assign it if you are using 'Animate Physics' as the Update Mode.")]
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										/// <summary>
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										/// Optional. Assign it if you are using 'Animate Physics' as the Update Mode.
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										/// </summary>
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										public Animator animator;
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										private bool fixedFrame;
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										private bool animatePhysics {
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											get {
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												if (animator == null) return false;
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												return animator.updateMode == AnimatorUpdateMode.AnimatePhysics;
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											}
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										}
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										// Disable the IK components
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										void Start() {
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											for (int i = 0; i < IKComponents.Length; i++) IKComponents[i].enabled = false;
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										}
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										// Fix Transforms in Normal update mode
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										void Update() {
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											if (animatePhysics) return;
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											FixTransforms ();
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										}
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										// Fix Transforms in Animate Physics update mode
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										void FixedUpdate() {
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											fixedFrame = true;
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											if (animatePhysics) FixTransforms ();
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										}
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										// Update the IK components in a specific order
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										void LateUpdate() {
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											if (!animatePhysics || fixedFrame) {
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												for (int i = 0; i < IKComponents.Length; i++) {
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													IKComponents [i].GetIKSolver ().Update ();
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												}
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												fixedFrame = false;
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											}
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										}
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										private void FixTransforms() {
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											for (int i = 0; i < IKComponents.Length; i++) {
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												if (IKComponents[i].fixTransforms) IKComponents[i].GetIKSolver().FixTransforms();
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											}
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										}
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									}
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								}
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