Upload from upload_mods.ps1
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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 MultiRotationConstraintReverseAdaptor : RigAdaptorAbs
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{
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[SerializeField]
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private Transform m_ConstrainedObject;
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[SerializeField]
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private string[] m_SourceObjectNames;
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[SerializeField]
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private float[] m_SourceObjectWeights;
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[SerializeField]
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private Vector3 m_Offset;
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[SerializeField]
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private Vector3Bool m_ConstrainedAxes;
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[SerializeField]
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private bool m_MaintainOffset;
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public override void FindRigTargets()
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{
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var constraint = GetComponent<MultiRotationConstraint>();
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constraint.Reset();
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constraint.weight = weight;
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constraint.data.constrainedObject = m_ConstrainedObject;
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constraint.data.sourceObjects = WeightedTransformArrayFromAdaptor(targetRoot, m_SourceObjectNames, m_SourceObjectWeights);
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constraint.data.offset = m_Offset;
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constraint.data.constrainedXAxis = m_ConstrainedAxes.x;
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constraint.data.constrainedYAxis = m_ConstrainedAxes.y;
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constraint.data.constrainedZAxis = m_ConstrainedAxes.z;
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constraint.data.maintainOffset = m_MaintainOffset;
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}
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public override void ReadRigData()
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{
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var constraint = GetComponent<MultiRotationConstraint>();
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weight = constraint.weight;
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m_ConstrainedObject = constraint.data.constrainedObject;
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WeightedTransformArrayToAdaptor(constraint.data.sourceObjects, out m_SourceObjectNames, out m_SourceObjectWeights);
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m_Offset = constraint.data.offset;
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m_ConstrainedAxes = new Vector3Bool(constraint.data.constrainedXAxis, constraint.data.constrainedYAxis, constraint.data.constrainedZAxis);
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m_MaintainOffset = constraint.data.maintainOffset;
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}
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}
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