%YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!114 &11400000 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: d054d6e948083b0469b2ff301c0adbab, type: 3} m_Name: RPGs@vBot m_EditorClassIdentifier: weaponCategories: - RPG ikAdjustsLeft: - name: Standing weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} - name: StandingAiming weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} - name: Crouching weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} - name: CrouchingAiming weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} ikAdjustsRight: - name: Standing weaponHandOffset: position: {x: 0.12691855, y: -0.057026714, z: 0.04509468} eulerAngles: {x: 1.61204, y: 359.15427, z: 330.1181} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} - name: StandingAiming weaponHandOffset: position: {x: 1e-45, y: -1e-45, z: 1e-45} eulerAngles: {x: 356.69452, y: 347.378, z: 349.5275} weaponHintOffset: position: {x: -0.004051357, y: -0.0067210565, z: 0.05512201} eulerAngles: {x: -0, y: 0, z: 0} supportHandOffset: position: {x: -1e-45, y: -1e-45, z: -1e-45} eulerAngles: {x: 1.61e-43, y: 1.61e-43, z: 1.61e-43} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: -20, y: -10} - name: Crouching weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 351.64426, y: 0.07493059, z: 0.118835084} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} - name: CrouchingAiming weaponHandOffset: position: {x: -0.014563781, y: -0.08839102, z: 0.036050193} eulerAngles: {x: -0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} spineOffset: spine: {x: -10, y: -33} head: {x: -10, y: 20} standingRight: name: Standing weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} standingAimingRight: name: StandingAiming weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} standingLeft: name: Standing weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} standingAimingLeft: name: StandingAiming weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} crouchingRight: name: Crouching weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} crouchingAimingRight: name: CrouchingAiming weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} crouchingLeft: name: Crouching weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} crouchingAimingLeft: name: CrouchingAiming weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0}