using System; using UnityEngine; namespace RootMotion.FinalIK { [Serializable] public class ConstraintRotation : Constraint { public Quaternion rotation; public override void UpdateConstraint() { if (!(weight <= 0f) && base.isValid) { transform.rotation = Quaternion.Slerp(transform.rotation, rotation, weight); } } public ConstraintRotation() { } public ConstraintRotation(Transform transform) { base.transform = transform; } } }