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 } }