public void Apply()
{
Bone bone = this.target;
ExposedList <Bone> exposedList = this.bones;
int count = exposedList.Count;
if (count != 1)
{
if (count == 2)
{
IkConstraint.Apply(exposedList.Items[0], exposedList.Items[1], bone.worldX, bone.worldY, this.bendDirection, this.mix);
}
}
else
{
IkConstraint.Apply(exposedList.Items[0], bone.worldX, bone.worldY, this.mix);
}
}