public void Hit(Collider collider, Vector3 force, Vector3 point) { if (this.ik == null) { Debug.LogError("No IK assigned in HitReaction"); return; } HitReaction.HitPointEffector[] array = this.effectorHitPoints; for (int i = 0; i < array.Length; i++) { HitReaction.HitPointEffector hitPointEffector = array[i]; if (hitPointEffector.collider == collider) { hitPointEffector.Hit(force, point); } } HitReaction.HitPointBone[] array2 = this.boneHitPoints; for (int j = 0; j < array2.Length; j++) { HitReaction.HitPointBone hitPointBone = array2[j]; if (hitPointBone.collider == collider) { hitPointBone.Hit(force, point); } } }
protected override void OnModifyOffset() { HitReaction.HitPointEffector[] array = this.effectorHitPoints; for (int i = 0; i < array.Length; i++) { HitReaction.HitPointEffector hitPointEffector = array[i]; hitPointEffector.Apply(this.ik.solver, this.weight); } HitReaction.HitPointBone[] array2 = this.boneHitPoints; for (int j = 0; j < array2.Length; j++) { HitReaction.HitPointBone hitPointBone = array2[j]; hitPointBone.Apply(this.ik.solver, this.weight); } }