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using UnityEngine;
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using UnityEngine.Animations.Rigging;
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[AddComponentMenu("")]
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public class MultiParentConstraintAdaptor : RigAdaptorAbs
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{
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[SerializeField]
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private string m_ConstrainedObject;
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[SerializeField]
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private WeightedTransformArray m_SourceObjects;
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[SerializeField]
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private Vector3Bool m_ConstrainedPositionAxes;
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[SerializeField]
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private Vector3Bool m_ConstrainedRotationAxes;
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[SerializeField]
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private bool m_MaintainPositionOffset;
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[SerializeField]
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private bool m_MaintainRotationOffset;
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public override void FindRigTargets()
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{
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var constraint = GetComponent<MultiParentConstraint>();
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constraint.Reset();
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constraint.weight = weight;
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constraint.data.constrainedObject = targetRoot.FindInAllChildren(m_ConstrainedObject);
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constraint.data.sourceObjects = m_SourceObjects;
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constraint.data.constrainedPositionXAxis = m_ConstrainedPositionAxes.x;
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constraint.data.constrainedPositionYAxis = m_ConstrainedPositionAxes.y;
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constraint.data.constrainedPositionZAxis = m_ConstrainedPositionAxes.z;
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constraint.data.constrainedRotationXAxis = m_ConstrainedRotationAxes.x;
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constraint.data.constrainedRotationYAxis = m_ConstrainedRotationAxes.y;
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constraint.data.constrainedRotationZAxis = m_ConstrainedRotationAxes.z;
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constraint.data.maintainPositionOffset = m_MaintainPositionOffset;
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constraint.data.maintainRotationOffset = m_MaintainRotationOffset;
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}
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public override void ReadRigData()
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{
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var constraint = GetComponent<MultiParentConstraint>();
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weight = constraint.weight;
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m_ConstrainedObject = constraint.data.constrainedObject?.name;
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m_SourceObjects = constraint.data.sourceObjects;
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m_ConstrainedPositionAxes = new Vector3Bool(constraint.data.constrainedPositionXAxis, constraint.data.constrainedPositionYAxis, constraint.data.constrainedPositionZAxis);
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m_ConstrainedRotationAxes = new Vector3Bool(constraint.data.constrainedRotationXAxis, constraint.data.constrainedRotationYAxis, constraint.data.constrainedRotationZAxis);
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m_MaintainPositionOffset = constraint.data.maintainPositionOffset;
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m_MaintainRotationOffset = constraint.data.maintainRotationOffset;
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}
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}
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