%YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!114 &11400000 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: d054d6e948083b0469b2ff301c0adbab, type: 3} m_Name: AI - Shooter@Pistols m_EditorClassIdentifier: weaponCategories: - Pistol ikAdjustsLeft: - name: Standing weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} - name: StandingAiming weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} - name: Crouching weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} - name: CrouchingAiming weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} ikAdjustsRight: - name: Standing weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} - name: StandingAiming weaponHandOffset: position: {x: -0.04199387, y: -0.05326542, z: -0.03643773} eulerAngles: {x: -0, y: 0, z: 0} weaponHintOffset: position: {x: 0.010554971, y: 0.005492214, z: -0.027231552} eulerAngles: {x: -0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} - name: Crouching weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} - name: CrouchingAiming weaponHandOffset: position: {x: -0.017786905, y: -0.065936156, z: -0.022031121} eulerAngles: {x: 359.31863, y: 1.9486152, z: 351.66208} weaponHintOffset: position: {x: 0.008417316, y: -0.013375048, z: -0.05301005} eulerAngles: {x: -0, y: 0, z: 0} supportHandOffset: position: {x: 1e-45, y: 1e-45, z: 1e-45} eulerAngles: {x: -1.61e-43, y: 1.61e-43, z: 1.61e-43} supportHintOffset: position: {x: 0.15350902, y: -0.0275288, z: -0.031550355} eulerAngles: {x: -0, y: 0, z: 0} spineOffset: spine: {x: -20, y: 0} head: {x: 15, y: -5.4} standingRight: name: Standing weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} standingAimingRight: name: StandingAiming weaponHandOffset: position: {x: -0.04199387, y: -0.05326542, z: -0.03643773} eulerAngles: {x: -0, y: 0, z: 0} weaponHintOffset: position: {x: 0.010554971, y: 0.005492214, z: -0.027231552} eulerAngles: {x: -0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} standingLeft: name: Standing weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} standingAimingLeft: name: StandingAiming weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} crouchingRight: name: Crouching weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: -0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} crouchingAimingRight: name: CrouchingAiming weaponHandOffset: position: {x: -0.017786905, y: -0.065936156, z: -0.022031121} eulerAngles: {x: 359.31863, y: 1.9486152, z: 351.66208} weaponHintOffset: position: {x: 0.008417316, y: -0.013375048, z: -0.05301005} eulerAngles: {x: -0, y: 0, z: 0} supportHandOffset: position: {x: 1e-45, y: 1e-45, z: 1e-45} eulerAngles: {x: -1.61e-43, y: 1.61e-43, z: 1.61e-43} supportHintOffset: position: {x: 0.15350902, y: -0.0275288, z: -0.031550355} eulerAngles: {x: -0, y: 0, z: 0} spineOffset: spine: {x: -20, y: 0} head: {x: 15, y: -5.4} crouchingLeft: name: Crouching weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0} crouchingAimingLeft: name: CrouchingAiming weaponHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} weaponHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHandOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} supportHintOffset: position: {x: 0, y: 0, z: 0} eulerAngles: {x: 0, y: 0, z: 0} spineOffset: spine: {x: 0, y: 0} head: {x: 0, y: 0}