The ScoreFlashFollow3D type exposes the following members.
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Fields
Name | Description | |
---|---|---|
defaultScoreFlash |
If assigned, instead of using ScoreFlash.Instance, this ScoreFlashFollow3D
will use the assigned ScoreFlash instance when messages are pushed directly
via Push(Object).
| |
designText |
Message that is shown while in design mode.
| |
enableDeselectHack |
Unity doesn't properly support updating the GameView when an object is
deselected, so if you disable this, the design will stay in the game
view until it is updated once more. I have a hack for this - but
unfortunately, it's causing trouble when the object is being deleted
(there's an exception that I cannot catch). Both is not a real problem,
it's just a little annoying.
| |
freezeOnRead |
Freeze any message pushed directly to this ScoreFlashFollow3D at its
read state.
| |
innerAnchor |
Use this to control the anchor / alignment of the messages sent
using this instance of ScoreFlashFollow3D.
| |
isDesignMode |
Design mode allows you to use the scene view to set up the positioning
of this ScoreFlashFollow3D. This works both while playing and while not playing,
however, if you have moving options, you might want to pause the game to set
things up (otherwise you might chase your messages around ;-) ).
| |
isTestAutogenerateMessages |
Use this to show random messages.
| |
keepStatic |
If this is set to true, ScoreFlash will actually not
follow the object anymore but just use the settings to determine
the position at the time the message is sent.
| |
leaveBehind |
Should the game object "leave" the messages behind or should the
messages immediately follow the game object?
| |
loseMomentum |
When the game objects is destroyed, should the messages lose the
momentum or not?
| |
pushLocally |
Should test messages be directly pushed on this
ScoreFlashFollow3D using Push(Object)?
If this is checked, you can also test the behavior of
freezeOnRead.
| |
referenceCamera |
The camera that shows this game object to the user. If this is
not assigned,
Camera.main
is used, which should be fine in most cases; but if you have
a weird scene setup, you can use this. If you want to use
ScoreFlash in a split screen set up ... please contact me ;-)
| |
scoreFlashTestInstances |
References to one or more instances of ScoreFlash for testing.
If you do not assign any here, ScoreFlash.Instance is used instead;
if you do, one instance after the other gets messages.
| |
screenPositionOffset |
2D offset in screen coordinates.
| |
targetRenderer |
Renderer of the game object that this ScoreFlashFollow3D follows. This
is very important because it is needed to determine whether the object
is actually visible. Like, if it's behind the camera, for instance,
you don't want those messages to show in front of you (and they will,
if you forget to set this up correctly ;-) ). For this to fully work
reliably, make sure to also assign the proper referenceCamera.
| |
testMessageDelaySeconds |
The usual delay between two messages in seconds.
Use this to increase or decrease the frequency in which test messages
are being sent to ScoreFlash. NOTE: This does not
have an effect on messages sent via includeMessageSpam (these are
always sent in a burst without any delay.
Also be aware that this is based on real time (so Time.timeScale
has no effect).
| |
worldPositionOffset |
3D offset in world coordinates.
|
See Also