Adventure Creator 1.56e
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2017
Welcome to Adventure Creator's scripting guide. You can use this guide to get detailed descriptions on all of ACs public functions and variables.
Please read this page before delving in!
Adventure Creator's scripts are written in C#, and use the 'AC' namespace, so you'll need to add the following at the top of any script that accesses them:
Accessing ACs scripts is very simple: each component on the GameEngine and PersistentEngine prefabs, as well as all Managers, can be accessed by referencing their associated static variable in the KickStarter class, e.g.:
If you want to place the game in a scripted cutscene, the StateHandler has functions for that, too:
The StateHandler is important because it updates all of AC's scene objects. It does this by taking a record of all the objects in the scene. Therefore, if you add or remove objects from a scene mid-game through script, you will need to update the StateHandler's internal list of objects to update. You can do this by calling:
All-scene based ActionLists, inculding Cutscenes and Triggers, derive from the ActionList class. Action List assets rely on the ActionListAsset class. Both classes have an Interact function, which will cause their Actions to run.
The best way to hook up custom code with AC is to use the EventManager. Custom events allow you to hook up your own code whenever AC performs common tasks, such as playing speech or changing the camera. A tutorial on writing custom events can be found here.
More common functions and variables can be found under Section 12.7 of the AC Manual. Happy scripting!