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								using UnityEngine;
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								using System.Collections;
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								using UnityEngine.Events;
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								namespace RootMotion.FinalIK {
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									public partial class IKSolverVR: IKSolver {
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										[System.Serializable]
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										public class Footstep {
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											public float stepSpeed = 3f;
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											public Vector3 characterSpaceOffset;
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											public Vector3 position;
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											public Quaternion rotation = Quaternion.identity;
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											public Quaternion stepToRootRot = Quaternion.identity;
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											public bool isStepping { get { return stepProgress < 1f; }}
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											public bool isSupportLeg;
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								            public bool relaxFlag;
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											public float stepProgress { get; private set; }
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											public Vector3 stepFrom;
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											public Vector3 stepTo;
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											public Quaternion stepFromRot = Quaternion.identity;
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											public Quaternion stepToRot = Quaternion.identity;
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											private Quaternion footRelativeToRoot = Quaternion.identity;
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											private float supportLegW;
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											private float supportLegWV;
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											public Footstep (Quaternion rootRotation, Vector3 footPosition, Quaternion footRotation, Vector3 characterSpaceOffset) {
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												this.characterSpaceOffset = characterSpaceOffset;
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												Reset(rootRotation, footPosition, footRotation);
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								                footRelativeToRoot = Quaternion.Inverse(rootRotation) * rotation;
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								            }
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											public void Reset(Quaternion rootRotation, Vector3 footPosition, Quaternion footRotation) {
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												position = footPosition;
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												rotation = footRotation;
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												stepFrom = position;
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												stepTo = position;
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												stepFromRot = rotation;
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												stepToRot = rotation;
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												stepToRootRot = rootRotation;
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												stepProgress = 1f;
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											}
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											public void StepTo(Vector3 p, Quaternion rootRotation, float stepThreshold) {
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								                if (relaxFlag)
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								                {
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								                    stepThreshold = 0f;
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								                    relaxFlag = false;
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								                }
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								                if (Vector3.Magnitude(p - stepTo) < stepThreshold && Quaternion.Angle(rootRotation, stepToRootRot) < 25f) return;
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								                stepFrom = position;
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												stepTo = p;
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												stepFromRot = rotation;
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												stepToRootRot = rootRotation;
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												stepToRot = rootRotation * footRelativeToRoot;
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												stepProgress = 0f;
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											}
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											public void UpdateStepping(Vector3 p, Quaternion rootRotation, float speed, float deltaTime) {
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												stepTo = Vector3.Lerp (stepTo, p, deltaTime * speed);
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												stepToRot = Quaternion.Lerp (stepToRot, rootRotation * footRelativeToRoot, deltaTime * speed);
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												stepToRootRot = stepToRot * Quaternion.Inverse(footRelativeToRoot);
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											}
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											public void UpdateStanding(Quaternion rootRotation, float minAngle, float speed, float deltaTime) {
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												if (speed <= 0f || minAngle >= 180f) return;
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												Quaternion r = rootRotation * footRelativeToRoot;
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												float angle = Quaternion.Angle (rotation, r);
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												if (angle > minAngle) rotation = Quaternion.RotateTowards (rotation, r, Mathf.Min (deltaTime * speed * (1f - supportLegW), angle -minAngle));
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											}
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											public void Update(InterpolationMode interpolation, UnityEvent onStep, float deltaTime) {
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												float supportLegWTarget = isSupportLeg ? 1f : 0f;
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												supportLegW = Mathf.SmoothDamp (supportLegW, supportLegWTarget, ref supportLegWV, 0.2f);
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												if (!isStepping) return;
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												stepProgress = Mathf.MoveTowards(stepProgress, 1f, deltaTime * stepSpeed);
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												if (stepProgress >= 1f) onStep.Invoke ();
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												float stepProgressSmooth = RootMotion.Interp.Float(stepProgress, interpolation);
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												position = Vector3.Lerp(stepFrom, stepTo, stepProgressSmooth);
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												rotation = Quaternion.Lerp(stepFromRot, stepToRot, stepProgressSmooth);
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											}
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										}
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									}
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								}
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