FrameIT
TaskCharakterAnimation Class Reference
Inheritance diagram for TaskCharakterAnimation:

Public Member Functions

bool checkGameSolved ()
 
void startHappy ()
 
void stopHappy ()
 
void resetToStart ()
 
bool getPlayerInTalkingZone ()
 
void setPlayerInTalkingZone (bool value)
 
bool getTaskCharacterAddressed ()
 
void setTaskCharacterAddressed (bool value)
 

Public Attributes

GameObject walkAroundObject
 
GameObject player
 
float radiusAroundObject
 
float talkingZoneDistance
 

Private Member Functions

void Start ()
 
void Update ()
 

Private Attributes

Animator anim
 
Transform currentTransform
 
float currentDistance
 
CapsuleCollider talkingZoneCapsule
 
float walkingTime = 5
 
bool walking = true
 
float standingTime = 3
 
bool standing = false
 
float timer = 0
 
bool rotate = false
 
float nextRotation = 0
 
float rotationUnits = 0
 
float rotationTime = 2
 
bool happy = false
 
bool LelvelVerifiedSolved = false
 
float happyTimer = 0
 
float happyTime = 7.5f
 
bool playerInTalkingZone = false
 
bool taskCharacterAddressed = false
 

Member Function Documentation

◆ checkGameSolved()

bool TaskCharakterAnimation.checkGameSolved ( )

◆ getPlayerInTalkingZone()

bool TaskCharakterAnimation.getPlayerInTalkingZone ( )

◆ getTaskCharacterAddressed()

bool TaskCharakterAnimation.getTaskCharacterAddressed ( )

◆ resetToStart()

void TaskCharakterAnimation.resetToStart ( )

◆ setPlayerInTalkingZone()

void TaskCharakterAnimation.setPlayerInTalkingZone ( bool  value)

◆ setTaskCharacterAddressed()

void TaskCharakterAnimation.setTaskCharacterAddressed ( bool  value)

◆ Start()

void TaskCharakterAnimation.Start ( )
private

◆ startHappy()

void TaskCharakterAnimation.startHappy ( )

◆ stopHappy()

void TaskCharakterAnimation.stopHappy ( )

◆ Update()

void TaskCharakterAnimation.Update ( )
private

Member Data Documentation

◆ anim

Animator TaskCharakterAnimation.anim
private

◆ currentDistance

float TaskCharakterAnimation.currentDistance
private

◆ currentTransform

Transform TaskCharakterAnimation.currentTransform
private

◆ happy

bool TaskCharakterAnimation.happy = false
private

◆ happyTime

float TaskCharakterAnimation.happyTime = 7.5f
private

◆ happyTimer

float TaskCharakterAnimation.happyTimer = 0
private

◆ LelvelVerifiedSolved

bool TaskCharakterAnimation.LelvelVerifiedSolved = false
private

◆ nextRotation

float TaskCharakterAnimation.nextRotation = 0
private

◆ player

GameObject TaskCharakterAnimation.player

◆ playerInTalkingZone

bool TaskCharakterAnimation.playerInTalkingZone = false
private

◆ radiusAroundObject

float TaskCharakterAnimation.radiusAroundObject

◆ rotate

bool TaskCharakterAnimation.rotate = false
private

◆ rotationTime

float TaskCharakterAnimation.rotationTime = 2
private

◆ rotationUnits

float TaskCharakterAnimation.rotationUnits = 0
private

◆ standing

bool TaskCharakterAnimation.standing = false
private

◆ standingTime

float TaskCharakterAnimation.standingTime = 3
private

◆ talkingZoneCapsule

CapsuleCollider TaskCharakterAnimation.talkingZoneCapsule
private

◆ talkingZoneDistance

float TaskCharakterAnimation.talkingZoneDistance

◆ taskCharacterAddressed

bool TaskCharakterAnimation.taskCharacterAddressed = false
private

◆ timer

float TaskCharakterAnimation.timer = 0
private

◆ walkAroundObject

GameObject TaskCharakterAnimation.walkAroundObject

◆ walking

bool TaskCharakterAnimation.walking = true
private

◆ walkingTime

float TaskCharakterAnimation.walkingTime = 5
private

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