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path: root/_ActiveRagdoll/AnimationObject.cs
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using UnityEngine;
using UnityEngine.Events;

public class AnimationObject : MonoBehaviour
{
	public PhysicsAnimation[] animations;

	private Rigidbody rig;

	private StepHandler stepHandler;

	private Transform hip;

	public float smoothing;

	public float multiplier = 1f;

	private bool isCurrentlyLeft;

	public bool isLeft;

	public UnityEvent switchToForwardEvent;

	public UnityEvent switchToBackwardsEvent;

	public bool dontAnimateIfHoldingSomething;

	private Holding holding;

	private AnimationHandler animationHandler;

	private PlayerDeath death;

	private float muscleMultiplier = 1f;

	private void Start()
	{
		animationHandler = base.transform.root.GetComponent<AnimationHandler>();
		rig = GetComponent<Rigidbody>();
		stepHandler = base.transform.root.GetComponent<StepHandler>();
		holding = base.transform.root.GetComponent<Holding>();
		death = base.transform.root.GetComponent<PlayerDeath>();
		Hip componentInChildren = base.transform.root.GetComponentInChildren<Hip>();
		if ((bool)componentInChildren)
		{
			hip = componentInChildren.transform;
		}
	}

	private void FixedUpdate()
	{
		if ((bool)death)
		{
			if (death.muscleFunction < 0f)
			{
				return;
			}
			muscleMultiplier = death.muscleFunction;
		}
		if ((!holding || !dontAnimateIfHoldingSomething || !holding.heldObject) && animationHandler.animationState < animations.Length)
		{
			SetMultiplier();
			AddTorque();
			AddForce();
		}
	}

	private void AddForce()
	{
		Vector3 vector = Vector3.zero;
		if (isCurrentlyLeft == isLeft)
		{
			Vector3 forwardForce = animations[animationHandler.animationState].forwardForce;
			if (animations[animationHandler.animationState].forceSpace == PhysicsAnimation.ForceSpace.World)
			{
				vector = forwardForce;
			}
			if (animations[animationHandler.animationState].forceSpace == PhysicsAnimation.ForceSpace.Hip)
			{
				vector = hip.TransformDirection(forwardForce);
			}
		}
		else
		{
			Vector3 backwardsForce = animations[animationHandler.animationState].backwardsForce;
			if (animations[animationHandler.animationState].forceSpace == PhysicsAnimation.ForceSpace.World)
			{
				vector = backwardsForce;
			}
			if (animations[animationHandler.animationState].forceSpace == PhysicsAnimation.ForceSpace.Hip)
			{
				vector = hip.TransformDirection(backwardsForce);
			}
		}
		rig.AddForce(vector * muscleMultiplier * multiplier, ForceMode.Acceleration);
	}

	private void AddTorque()
	{
		Vector3 vector = ((isCurrentlyLeft != isLeft) ? hip.TransformDirection(animations[animationHandler.animationState].backwardsTorque) : hip.TransformDirection(animations[animationHandler.animationState].forwardTorque));
		rig.AddTorque(vector * muscleMultiplier * multiplier, ForceMode.Acceleration);
	}

	private void SetMultiplier()
	{
		if (smoothing != 0f)
		{
			float b = 1f;
			if (isCurrentlyLeft != stepHandler.isLeft)
			{
				b = 0f;
			}
			multiplier = Mathf.Lerp(multiplier, b, 1f / smoothing);
			if (multiplier < 0.1f)
			{
				ChangeStep();
			}
		}
		else
		{
			ChangeStep();
		}
	}

	private void ChangeStep()
	{
		if (isCurrentlyLeft != stepHandler.isLeft)
		{
			if (stepHandler.isLeft == isLeft)
			{
				switchToForwardEvent.Invoke();
			}
			else
			{
				switchToBackwardsEvent.Invoke();
			}
			isCurrentlyLeft = stepHandler.isLeft;
		}
	}
}