using UnityEngine;
using System.Collections;
namespace RootMotion.FinalIK {
///
/// The base abstract class for all Transform constraints.
///
[System.Serializable]
public abstract class Constraint {
#region Main Interface
///
/// The transform to constrain.
///
public Transform transform;
///
/// %Constraint weight.
///
public float weight;
///
/// Gets a value indicating whether this is valid.
///
///
/// true if is valid; otherwise, false.
///
public bool isValid {
get {
return transform != null;
}
}
///
/// Updates the constraint.
///
public abstract void UpdateConstraint();
#endregion Main Interface
}
}