The run behaviour.
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◆ Awake()
void RunBehaviour.Awake |
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inline |
◆ LogDebug()
void RunBehaviour.LogDebug |
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object |
message | ) |
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inline |
◆ LogError()
void RunBehaviour.LogError |
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object |
message | ) |
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inline |
◆ LogInfo()
void RunBehaviour.LogInfo |
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object |
message | ) |
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inline |
◆ OnApplicationQuit()
void RunBehaviour.OnApplicationQuit |
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inline |
◆ OnCameraAttached()
void RunBehaviour.OnCameraAttached |
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string |
itemId | ) |
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inline |
◆ OnCameraDetached()
void RunBehaviour.OnCameraDetached |
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inline |
◆ OnConnect()
void RunBehaviour.OnConnect |
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inline |
◆ OnDisconnect()
void RunBehaviour.OnDisconnect |
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StatusCode |
returnCode | ) |
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inline |
◆ OnGUI()
void RunBehaviour.OnGUI |
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inline |
◆ OnItemAdded()
void RunBehaviour.OnItemAdded |
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Item |
item | ) |
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inline |
◆ OnItemRemoved()
void RunBehaviour.OnItemRemoved |
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Item |
item | ) |
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inline |
◆ OnItemSpawned()
void RunBehaviour.OnItemSpawned |
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string |
itemId | ) |
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inline |
◆ OnRadarUpdate()
void RunBehaviour.OnRadarUpdate |
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string |
itemId, |
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ItemType |
itemType, |
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Vector |
position, |
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bool |
remove |
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) |
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inline |
◆ OnWorldEntered()
void RunBehaviour.OnWorldEntered |
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inline |
◆ SetAvatarName()
void RunBehaviour.SetAvatarName |
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string |
name | ) |
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inline |
◆ Start()
void RunBehaviour.Start |
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inline |
◆ Update()
void RunBehaviour.Update |
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inline |
◆ ActorPrefab
GameObject RunBehaviour.ActorPrefab |
◆ AreaUnitsXText
Text RunBehaviour.AreaUnitsXText |
◆ AreaUnitsYText
Text RunBehaviour.AreaUnitsYText |
◆ DebugLog
bool RunBehaviour.DebugLog |
◆ MaxUnityUnitsForWorld
float RunBehaviour.MaxUnityUnitsForWorld = 1000 |
◆ world
◆ WorldNameText
Text RunBehaviour.WorldNameText |
◆ WorldToUnityFactor
float RunBehaviour.WorldToUnityFactor |
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static |
defines how world-units get translated to unity-units.
If we want to display a whole world, then it needs to be "shrinked" by a factor. Showing a world 1:1 in unity-units and then moving the Camera away will only cause flicker.
◆ WorldXUnitsText
Text RunBehaviour.WorldXUnitsText |
◆ WorldYUnitsText
Text RunBehaviour.WorldYUnitsText |
◆ Game
◆ IsDebugLogEnabled
bool RunBehaviour.IsDebugLogEnabled |
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get |