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
Assembly: cs.temp.dll.dll
Syntax
public class BiteableFoodObject : TrackableBehavior
Fields
BiteSequence
Declaration
public FoodBiteSequence BiteSequence
Field Value
CustomFoodChunkForUtensils
Declaration
public GameObject CustomFoodChunkForUtensils
Field Value
Type |
Description |
GameObject |
|
DefaultAnimationOverride
Declaration
public PredefinedFoodAnimations DefaultAnimationOverride
Field Value
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
RotationOffset
Declaration
public Vector3 RotationOffset
Field Value
UseAutoUtensilPartPlacement
Declaration
public bool UseAutoUtensilPartPlacement
Field Value
Type |
Description |
System.Boolean |
|
UtensilPartPositionOffset
Declaration
public Vector3 UtensilPartPositionOffset
Field Value
UtensilPartRotationOffset
Declaration
public Vector3 UtensilPartRotationOffset
Field Value
UtensilScaleMultForBitePiece
Declaration
public Vector3 UtensilScaleMultForBitePiece
Field Value
UtensilTemplate
Declaration
public GameObject UtensilTemplate
Field Value
Type |
Description |
GameObject |
|