text: // Autogenerated from CppHeaderCreator on 7/27/2020 3:09:17 PM
  // Created by Sc2ad
  // =========================================================================
  #pragma once
  #pragma pack(push, 8)
  // Begin includes
  #include "utils/typedefs.h"
  // Including type: System.Object
  #include "System/Object.hpp"
  // Including type: RootMotion.FinalIK.IKSolverVR
  #include "RootMotion/FinalIK/IKSolverVR.hpp"
  // Including type: UnityEngine.Vector3
  #include "UnityEngine/Vector3.hpp"
  // Including type: UnityEngine.Quaternion
  #include "UnityEngine/Quaternion.hpp"
  #include "utils/il2cpp-utils.hpp"
  // Completed includes
  // Begin forward declares
  // Forward declaring namespace: RootMotion
  namespace RootMotion {
    // Forward declaring type: InterpolationMode
    struct InterpolationMode;
  }
  // Forward declaring namespace: UnityEngine::Events
  namespace UnityEngine::Events {
    // Forward declaring type: UnityEvent
    class UnityEvent;
  }
  // Completed forward declares
  // Type namespace: RootMotion.FinalIK
  namespace RootMotion::FinalIK {
    // Autogenerated type: RootMotion.FinalIK.IKSolverVR/Footstep
    class IKSolverVR::Footstep : public ::Il2CppObject {
      public:
      // public System.Single stepSpeed
      // Offset: 0x10
      float stepSpeed;
      // public UnityEngine.Vector3 characterSpaceOffset
      // Offset: 0x14
      UnityEngine::Vector3 characterSpaceOffset;
      // public UnityEngine.Vector3 position
      // Offset: 0x20
      UnityEngine::Vector3 position;
      // public UnityEngine.Quaternion rotation
      // Offset: 0x2C
      UnityEngine::Quaternion rotation;
      // public UnityEngine.Quaternion stepToRootRot
      // Offset: 0x3C
      UnityEngine::Quaternion stepToRootRot;
      // public System.Boolean isSupportLeg
      // Offset: 0x4C
      bool isSupportLeg;
      // private System.Single <stepProgress>k__BackingField
      // Offset: 0x50
      float stepProgress;
      // public UnityEngine.Vector3 stepFrom
      // Offset: 0x54
      UnityEngine::Vector3 stepFrom;
      // public UnityEngine.Vector3 stepTo
      // Offset: 0x60
      UnityEngine::Vector3 stepTo;
      // public UnityEngine.Quaternion stepFromRot
      // Offset: 0x6C
      UnityEngine::Quaternion stepFromRot;
      // public UnityEngine.Quaternion stepToRot
      // Offset: 0x7C
      UnityEngine::Quaternion stepToRot;
      // private UnityEngine.Quaternion footRelativeToRoot
      // Offset: 0x8C
      UnityEngine::Quaternion footRelativeToRoot;
      // private System.Single supportLegW
      // Offset: 0x9C
      float supportLegW;
      // private System.Single supportLegWV
      // Offset: 0xA0
      float supportLegWV;
      // public System.Boolean get_isStepping()
      // Offset: 0x1427E98
      bool get_isStepping();
      // public System.Single get_stepProgress()
      // Offset: 0x1427EAC
      float get_stepProgress();
      // private System.Void set_stepProgress(System.Single value)
      // Offset: 0x1427EB4
      void set_stepProgress(float value);
      // public System.Void .ctor(UnityEngine.Quaternion rootRotation, UnityEngine.Vector3 footPosition, UnityEngine.Quaternion footRotation, UnityEngine.Vector3 characterSpaceOffset)
      // Offset: 0x1427EBC
      static IKSolverVR::Footstep* New_ctor(UnityEngine::Quaternion rootRotation, UnityEngine::Vector3 footPosition, UnityEngine::Quaternion footRotation, UnityEngine::Vector3 characterSpaceOffset);
      // public System.Void Reset(UnityEngine.Quaternion rootRotation, UnityEngine.Vector3 footPosition, UnityEngine.Quaternion footRotation)
      // Offset: 0x142804C
      void Reset(UnityEngine::Quaternion rootRotation, UnityEngine::Vector3 footPosition, UnityEngine::Quaternion footRotation);
      // public System.Void StepTo(UnityEngine.Vector3 p, UnityEngine.Quaternion rootRotation, System.Single stepThreshold)
      // Offset: 0x1428094
      void StepTo(UnityEngine::Vector3 p, UnityEngine::Quaternion rootRotation, float stepThreshold);
      // public System.Void UpdateStepping(UnityEngine.Vector3 p, UnityEngine.Quaternion rootRotation, System.Single speed)
      // Offset: 0x1428254
      void UpdateStepping(UnityEngine::Vector3 p, UnityEngine::Quaternion rootRotation, float speed);
      // public System.Void UpdateStanding(UnityEngine.Quaternion rootRotation, System.Single minAngle, System.Single speed)
      // Offset: 0x142842C
      void UpdateStanding(UnityEngine::Quaternion rootRotation, float minAngle, float speed);
      // public System.Void Update(RootMotion.InterpolationMode interpolation, UnityEngine.Events.UnityEvent onStep)
      // Offset: 0x1428618
      void Update(RootMotion::InterpolationMode interpolation, UnityEngine::Events::UnityEvent* onStep);
    }; // RootMotion.FinalIK.IKSolverVR/Footstep
  }
  DEFINE_IL2CPP_ARG_TYPE(RootMotion::FinalIK::IKSolverVR::Footstep*, "RootMotion.FinalIK", "IKSolverVR/Footstep");
  #pragma pack(pop)
  