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