protected override void CrossFadeStart() { HitReaction.HitPointBone.BoneLink[] array = this.boneLinks; for (int i = 0; i < array.Length; i++) { HitReaction.HitPointBone.BoneLink boneLink = array[i]; boneLink.CrossFadeStart(); } }
protected override void OnApply(IKSolverFullBodyBiped solver, float weight) { if (this.rigidbody == null) { this.rigidbody = this.collider.GetComponent <Rigidbody>(); } if (this.rigidbody != null) { Vector3 axis = Vector3.Cross(base.force, base.point - this.rigidbody.worldCenterOfMass); float angle = this.aroundCenterOfMass.Evaluate(base.timer) * weight; Quaternion offset = Quaternion.AngleAxis(angle, axis); HitReaction.HitPointBone.BoneLink[] array = this.boneLinks; for (int i = 0; i < array.Length; i++) { HitReaction.HitPointBone.BoneLink boneLink = array[i]; boneLink.Apply(solver, offset, base.crossFader); } } }