PixelCrushers.DialogueSystem.NGUI.NGUIFollowTarget Class Reference

Keeps a game object positioned over the "head" of another game object. More...

Inheritance diagram for PixelCrushers.DialogueSystem.NGUI.NGUIFollowTarget:
Collaboration diagram for PixelCrushers.DialogueSystem.NGUI.NGUIFollowTarget:

Public Member Functions

void Awake ()
 

Public Attributes

Transform target
 The target to follow. More...
 
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...
 

Properties

Vector3 BarkPosition [get]
 Gets the world space position of the bark. More...
 
bool IsVisible [get]
 Indicates whether the bark is visible based on the camera's heading. More...
 

Detailed Description

Keeps a game object positioned over the "head" of another game object.

NGUIBarkUI uses it to keep bark text above the NPC's head.

Member Function Documentation

◆ Awake()

void PixelCrushers.DialogueSystem.NGUI.NGUIFollowTarget.Awake ( )

Member Data Documentation

◆ 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

The target to follow.

Property Documentation

◆ BarkPosition

Vector3 PixelCrushers.DialogueSystem.NGUI.NGUIFollowTarget.BarkPosition
get

Gets the world space position of the bark.

The bark position.

◆ IsVisible

bool PixelCrushers.DialogueSystem.NGUI.NGUIFollowTarget.IsVisible
get

Indicates whether the bark is visible based on the camera's heading.

true if visible; otherwise, false.


The documentation for this class was generated from the following file: