public void Update(InterpolationMode interpolation, UnityEvent onStep)
            {
                float supportLegWTarget = isSupportLeg ? 1f : 0f;

                supportLegW = Mathf.SmoothDamp(supportLegW, supportLegWTarget, ref supportLegWV, 0.2f);

                if (!isStepping)
                {
                    return;
                }

                stepProgress = Mathf.MoveTowards(stepProgress, 1f, Time.deltaTime * stepSpeed);

                if (stepProgress >= 1f)
                {
                    onStep.Invoke();
                }

                float stepProgressSmooth = Interp.Float(stepProgress, interpolation);

                position = Vector3.Lerp(stepFrom, stepTo, stepProgressSmooth);
                rotation = Quaternion.Lerp(stepFromRot, stepToRot, stepProgressSmooth);
            }
        // Token: 0x0600098C RID: 2444 RVA: 0x000434F0 File Offset: 0x000418F0
        public static Vector3 V3(Vector3 v1, Vector3 v2, float t, InterpolationMode mode)
        {
            float num = Interp.Float(t, mode);

            return((1f - num) * v1 + num * v2);
        }