Show / Hide Table of Contents

Class BiteableFoodObject

Component to turn any object to biteable thing. Can be reused for any object that can have sub-states, so not only for food. Has basic logic for object states, applies sequences from FoodBiteSequence classes for animation and process control

Inheritance
System.Object
BiteableFoodObject
Namespace: Global
Assembly: cs.temp.dll.dll
Syntax
public class BiteableFoodObject : TrackableBehavior

Fields

BiteSequence

Declaration
public FoodBiteSequence BiteSequence
Field Value
Type Description
FoodBiteSequence

CustomFoodChunkForUtensils

Declaration
public GameObject CustomFoodChunkForUtensils
Field Value
Type Description
GameObject

DefaultAnimationOverride

Declaration
public PredefinedFoodAnimations DefaultAnimationOverride
Field Value
Type Description
PredefinedFoodAnimations

FoodParts

Declaration
public GameObject[] FoodParts
Field Value
Type Description
GameObject[]

PlateTemplate

Declaration
public GameObject PlateTemplate
Field Value
Type Description
GameObject

PositionOffset

Declaration
public Vector3 PositionOffset
Field Value
Type Description
Vector3

RotationOffset

Declaration
public Vector3 RotationOffset
Field Value
Type Description
Vector3

UseAutoUtensilPartPlacement

Declaration
public bool UseAutoUtensilPartPlacement
Field Value
Type Description
System.Boolean

UtensilPartPositionOffset

Declaration
public Vector3 UtensilPartPositionOffset
Field Value
Type Description
Vector3

UtensilPartRotationOffset

Declaration
public Vector3 UtensilPartRotationOffset
Field Value
Type Description
Vector3

UtensilScaleMultForBitePiece

Declaration
public Vector3 UtensilScaleMultForBitePiece
Field Value
Type Description
Vector3

UtensilTemplate

Declaration
public GameObject UtensilTemplate
Field Value
Type Description
GameObject
☀
☾
In This Article
Back to top
Copyright (c) Strange Loop Games 2021
☀
☾