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using UnityEngine;

public class HardAnimations : MonoBehaviour
{
	public bool isLeft;

	public HardPhysicsAnimation[] animations;

	private AnimationHandler animHandler;

	private Vector3 currentTarget;

	private Vector3 currentTargetGoal;

	private float counter;

	private Vector3 velocity;

	private StepHandler step;

	private ConfigurableJoint joint;

	private Quaternion startRot;

	private Quaternion startRotLocal;

	private CollisionChecker checker;

	private void Start()
	{
		animHandler = base.transform.root.GetComponent<AnimationHandler>();
		joint = GetComponent<ConfigurableJoint>();
		checker = GetComponent<CollisionChecker>();
		step = base.transform.root.GetComponent<StepHandler>();
		startRot = base.transform.rotation;
		startRotLocal = base.transform.localRotation;
	}

	private void Update()
	{
		Vector3 vector = ((step.isLeft != isLeft) ? animations[animHandler.animationState].targetRotationBack : animations[animHandler.animationState].targetRotationForward);
		if (currentTargetGoal != vector)
		{
			if (counter >= animations[animHandler.animationState].delay)
			{
				counter = 0f;
				currentTargetGoal = vector;
			}
			else
			{
				counter += Time.deltaTime;
			}
		}
		checker.active = isLeft != step.isLeft;
		velocity += (currentTargetGoal - currentTarget) * Time.deltaTime;
		velocity *= animations[animHandler.animationState].friction;
		currentTarget += velocity * animations[animHandler.animationState].movementAmount * Time.deltaTime;
		joint.SetTargetRotationLocal(Quaternion.Euler(currentTarget), startRotLocal);
	}

	private void FixedUpdate()
	{
	}
}