public void Apply() { Bone bone = this.target; ExposedList <Bone> exposedList = this.bones; int count = exposedList.Count; if (count != 1) { if (count == 2) { IkConstraint.Apply(exposedList.Items[0], exposedList.Items[1], bone.worldX, bone.worldY, this.bendDirection, this.mix); } } else { IkConstraint.Apply(exposedList.Items[0], bone.worldX, bone.worldY, this.mix); } }