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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 ChainIKConstraintReverseAdaptor : RigAdaptorAbs
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{
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[SerializeField]
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private Transform m_Root;
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[SerializeField]
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private Transform m_Tip;
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[SerializeField]
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private string m_Target;
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[SerializeField]
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private float m_ChainRotationWeight;
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[SerializeField]
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private float m_TipRotationWeight;
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[SerializeField]
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private int m_MaxIterations;
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[SerializeField]
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private float m_Tolerance;
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[SerializeField]
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private bool m_MaintainTargetPositionOffset;
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[SerializeField]
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private bool m_MaintainTargetRotationOffset;
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public override void ReadRigData()
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{
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var constraint = GetComponent<ChainIKConstraint>();
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weight = constraint.weight;
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m_Root = constraint.data.root;
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m_Tip = constraint.data.tip;
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m_Target = constraint.data.target?.name;
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m_ChainRotationWeight = constraint.data.chainRotationWeight;
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m_TipRotationWeight = constraint.data.tipRotationWeight;
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m_MaxIterations = constraint.data.maxIterations;
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m_Tolerance = constraint.data.tolerance;
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m_MaintainTargetPositionOffset = constraint.data.maintainTargetPositionOffset;
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m_MaintainTargetRotationOffset = constraint.data.maintainTargetRotationOffset;
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}
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public override void FindRigTargets()
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{
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var constraint = GetComponent<ChainIKConstraint>();
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constraint.Reset();
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constraint.weight = weight;
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constraint.data.root = m_Root;
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constraint.data.tip = m_Tip;
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constraint.data.target = targetRoot.FindInAllChildren(m_Target);
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constraint.data.chainRotationWeight = m_ChainRotationWeight;
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constraint.data.tipRotationWeight = m_TipRotationWeight;
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constraint.data.maxIterations = m_MaxIterations;
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constraint.data.tolerance = m_Tolerance;
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constraint.data.maintainTargetPositionOffset = m_MaintainTargetPositionOffset;
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constraint.data.maintainTargetRotationOffset = m_MaintainTargetRotationOffset;
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}
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}
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