Update
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using UnityEngine;
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namespace Invector
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{
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using IK;
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using vShooter;
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namespace PlayerController
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{
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public interface vILockCamera
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{
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bool LockCamera { get; set; }
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}
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}
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/// <summary>
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/// Event used to the IK Update.
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/// </summary>
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public delegate void IKUpdateEvent();
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public partial interface vIShooterIKController
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{
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GameObject gameObject { get; }
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/// <summary>
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/// IK Solver used to the Left Arm
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/// </summary>
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vIKSolver LeftIK { get; }
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/// <summary>
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/// IK Solver used to the Right Arm
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/// </summary>
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vIKSolver RightIK { get; }
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/// <summary>
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/// List with all adjusts
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/// </summary>
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vWeaponIKAdjustList WeaponIKAdjustList { get; set; }
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/// <summary>
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/// Current IK with adjusts for current weapon
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/// </summary>
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vWeaponIKAdjust CurrentWeaponIK { get; }
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/// <summary>
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/// Current adjust based on <seealso cref="CurrentIKAdjustState"/>
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/// </summary>
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IKAdjust CurrentIKAdjust { get; }
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/// <summary>
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/// Update <seealso cref="CurrentWeaponIK"/> for Weapon Category
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/// </summary>
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void UpdateWeaponIK();
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/// <summary>
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/// Set Lock aiming state
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/// </summary>
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bool LockAiming { get; set; }
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/// <summary>
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/// Set Lock Hipfire aiming state
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/// </summary>
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bool LockHipFireAiming { get; set; }
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/// <summary>
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/// Current active weapon
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/// </summary>
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vShooterWeapon CurrentActiveWeapon { get; }
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/// <summary>
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/// Used to Edit Global IK Offsets in Editor
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/// </summary>
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bool EditingIKGlobalOffset { get; set; }
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/// <summary>
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/// Check if Controller is Aiming
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/// </summary>
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bool IsAiming { get; }
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/// <summary>
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/// Check if Controller is Crouching
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/// </summary>
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bool IsCrouching { get; set; }
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/// <summary>
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/// Check if <see cref="CurrentActiveWeapon"/> a Left weapon
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/// </summary>
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bool IsLeftWeapon { get; }
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/// <summary>
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/// Aim Position
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/// </summary>
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Vector3 AimPosition { get; }
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/// <summary>
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/// Current IK adjust state
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/// </summary>
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string CurrentIKAdjustState { get; }
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/// <summary>
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/// Current IK adjust state including weapon Category separeted by @ "Category@State"
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/// </summary>
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string CurrentIKAdjustStateWithTag { get; }
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/// <summary>
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/// Check if Is using a custom ik adjust
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/// </summary>
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bool IsUsingCustomIKAdjust { get; }
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/// <summary>
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/// Check if can use IK
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/// </summary>
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bool IsIgnoreIK { get; }
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/// <summary>
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/// Check if Support hand ik is enabled
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/// </summary>
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bool IsSupportHandIKEnabled { get; }
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/// <summary>
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/// Current custom IK adjust State
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/// </summary>
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string CustomIKAdjustState { get; }
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/// <summary>
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/// Set a custom IK state
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/// </summary>
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/// <param name="value">IK state name</param>
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void SetCustomIKAdjustState(string value);
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/// <summary>
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/// Reset custom IK to use Default ik state
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/// </summary>
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void ResetCustomIKAdjustState();
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/// <summary>
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/// Event called when IK is Started
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/// </summary>
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event IKUpdateEvent onStartUpdateIK;
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/// <summary>
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/// Event called when IK Update is Finished
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/// </summary>
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event IKUpdateEvent onFinishUpdateIK;
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}
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}
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