initial upload
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using UnityEngine;
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using System.Collections;
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namespace RootMotion.FinalIK {
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/// <summary>
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/// %Constraints to rotation in world space
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/// </summary>
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[System.Serializable]
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public class ConstraintRotation : Constraint {
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#region Main Interface
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/// <summary>
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/// The target rotation.
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/// </summary>
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public Quaternion rotation;
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public override void UpdateConstraint() {
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if (weight <= 0) return;
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if (!isValid) return;
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// Slerping to target rotation
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transform.rotation = Quaternion.Slerp(transform.rotation, rotation, weight);
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}
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#endregion Main Interface
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public ConstraintRotation() {}
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public ConstraintRotation(Transform transform) {
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this.transform = transform;
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}
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}
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}
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