◆ Awake()
| void CharacterDialog.Awake |
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◆ IdleTimer()
| IEnumerator CharacterDialog.IdleTimer |
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◆ NextSentence()
| void CharacterDialog.NextSentence |
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◆ nextSentenceBttn_pressed()
| void CharacterDialog.nextSentenceBttn_pressed |
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◆ OnDisable()
| void CharacterDialog.OnDisable |
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◆ OnEnable()
| void CharacterDialog.OnEnable |
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◆ ResetSentence()
| void CharacterDialog.ResetSentence |
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◆ slowInput()
| IEnumerator CharacterDialog.slowInput |
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◆ Start()
| void CharacterDialog.Start |
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◆ StartGameSucceededSentence()
| void CharacterDialog.StartGameSucceededSentence |
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◆ StopGameSucceededSentence()
| void CharacterDialog.StopGameSucceededSentence |
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◆ TypeFkt()
| void CharacterDialog.TypeFkt |
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◆ Update()
| void CharacterDialog.Update |
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◆ CharakterAnimation
◆ gameSucceeded
| bool CharacterDialog.gameSucceeded = false |
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◆ Hit
| RaycastHit CharacterDialog.Hit |
◆ idleTime
| int CharacterDialog.idleTime = 0 |
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◆ input_ControlMapping
◆ letterIndex
| int CharacterDialog.letterIndex = 0 |
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◆ numinputtrigger
| double CharacterDialog.numinputtrigger = 0 |
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◆ oversentence
| int CharacterDialog.oversentence = 0 |
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◆ sentenceIndex
| int CharacterDialog.sentenceIndex |
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◆ sentences
| string [] CharacterDialog.sentences |
◆ textDisplay
| TextMeshPro CharacterDialog.textDisplay |
◆ textHint
| TextMeshPro CharacterDialog.textHint |
◆ textReseted
| bool CharacterDialog.textReseted = true |
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◆ timer
| float CharacterDialog.timer = 0 |
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◆ typingActive
| bool CharacterDialog.typingActive = false |
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◆ typingSpeed
| float CharacterDialog.typingSpeed |
◆ waitingBetweenInputs
| float CharacterDialog.waitingBetweenInputs = 0.2f |
The documentation for this class was generated from the following file:
- D:/Users/marco/Dokuments/OneDrive/FAU/Informatik/!UFrameIT/FrameIT/MaZiFAU/Assets/Scripts/InteractionEngine/Character_Animations/CharacterDialog.cs