Keeps a game object positioned over the "head" of another game object.
More...
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Transform | target |
| The target to follow. More...
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float | overrideHeight = 0 |
| If the NPC doesn't have a CharacterController or CapsuleCollider, or if you want to override its height, set this above zero. More...
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Vector3 | BarkPosition [get] |
| Gets the world space position of the bark. More...
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bool | IsVisible [get] |
| Indicates whether the bark is visible based on the camera's heading. More...
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Keeps a game object positioned over the "head" of another game object.
NGUIBarkUI uses it to keep bark text above the NPC's head.
◆ Awake()
void PixelCrushers.DialogueSystem.NGUI.NGUIFollowTarget.Awake |
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◆ overrideHeight
float PixelCrushers.DialogueSystem.NGUI.NGUIFollowTarget.overrideHeight = 0 |
If the NPC doesn't have a CharacterController or CapsuleCollider, or if you want to override its height, set this above zero.
◆ target
Transform PixelCrushers.DialogueSystem.NGUI.NGUIFollowTarget.target |
◆ BarkPosition
Vector3 PixelCrushers.DialogueSystem.NGUI.NGUIFollowTarget.BarkPosition |
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get |
Gets the world space position of the bark.
The bark position.
◆ IsVisible
bool PixelCrushers.DialogueSystem.NGUI.NGUIFollowTarget.IsVisible |
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get |
Indicates whether the bark is visible based on the camera's heading.
true
if visible; otherwise, false
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The documentation for this class was generated from the following file:
- D:/Documents/Unity Projects/Dialogue System/Dev/Integration/NGUI3 Integration/Assets/Dialogue System/Third Party Support/NGUI/Scripts/NGUI Bark UI/NGUIFollowTarget.cs