Adventure Creator
1.79.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
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This is the complete list of members for AC.MainCamera, including all inherited members.
_attachedCamera (defined in AC.MainCamera) | AC.MainCamera | protected |
_audioListener (defined in AC.MainCamera) | AC.MainCamera | protected |
_LateUpdate() | AC.MainCamera | |
actualFadeTexture (defined in AC.MainCamera) | AC.MainCamera | protected |
AllowProjectionShifting(Camera _camera) (defined in AC.MainCamera) | AC.MainCamera | static |
alpha (defined in AC.MainCamera) | AC.MainCamera | protected |
ApplyCameraData(_Camera _camera1, _Camera _camera2, float camera2Weight, MoveMethod _moveMethod=MoveMethod.Linear, AnimationCurve _timeCurve=null) (defined in AC.MainCamera) | AC.MainCamera | protected |
ApplyCameraData(GameCameraData cameraData1, GameCameraData cameraData2, float camera2Weight, MoveMethod _moveMethod=MoveMethod.Linear, AnimationCurve _timeCurve=null) (defined in AC.MainCamera) | AC.MainCamera | protected |
ApplyCameraData(GameCameraData cameraData) (defined in AC.MainCamera) | AC.MainCamera | protected |
aspectRatioOffsetCorrection (defined in AC.MainCamera) | AC.MainCamera | protected |
aspectRatioScaleCorrection (defined in AC.MainCamera) | AC.MainCamera | protected |
AssignFadeTexture() (defined in AC.MainCamera) | AC.MainCamera | protected |
attachedCamera | AC.MainCamera | |
AudioListener (defined in AC.MainCamera) | AC.MainCamera | protected |
borderCam (defined in AC.MainCamera) | AC.MainCamera | protected |
borderOrientation (defined in AC.MainCamera) | AC.MainCamera | protected |
borderRect1 (defined in AC.MainCamera) | AC.MainCamera | protected |
borderRect2 (defined in AC.MainCamera) | AC.MainCamera | protected |
borderWidth (defined in AC.MainCamera) | AC.MainCamera | protected |
CalculatePlayableScreenArea() (defined in AC.MainCamera) | AC.MainCamera | protected |
CalculateUnityUIAspectRatioCorrection() (defined in AC.MainCamera) | AC.MainCamera | protected |
Camera | AC.MainCamera | |
cameraFadePauseBehaviour (defined in AC.MainCamera) | AC.MainCamera | protected |
CheckGameStateNextFrame() (defined in AC.MainCamera) | AC.MainCamera | protected |
ConvertRelativeScreenSpaceToUI(Vector2 point) | AC.MainCamera | static |
ConvertToMenuSpace(Vector2 point) | AC.MainCamera | static |
CorrectScreenPositionForUnityUI(Vector2 screenPosition) | AC.MainCamera | |
CreateBorderCamera() (defined in AC.MainCamera) | AC.MainCamera | protected |
Crossfade(float _transitionDuration, _Camera _linkedCamera, AnimationCurve _fadeCurve) | AC.MainCamera | |
crossfadeTexture (defined in AC.MainCamera) | AC.MainCamera | protected |
CurrentFrameCameraData | AC.MainCamera | |
currentFrameCameraData (defined in AC.MainCamera) | AC.MainCamera | protected |
Disable() | AC.MainCamera | |
DrawBorders() | AC.MainCamera | |
DrawCameraFade() | AC.MainCamera | |
drawDepth (defined in AC.MainCamera) | AC.MainCamera | protected |
DrawStatus() | AC.MainCamera | |
Enable() | AC.MainCamera | |
fadeCurve (defined in AC.MainCamera) | AC.MainCamera | protected |
fadeDuration (defined in AC.MainCamera) | AC.MainCamera | protected |
FadeIn(float _fadeDuration, bool forceCompleteTransition=true, CameraFadePauseBehaviour _cameraFadePauseBehaviour=CameraFadePauseBehaviour.Cancel, AnimationCurve _fadeCurve=null) | AC.MainCamera | virtual |
FadeOut(float _fadeDuration, Texture2D tempTex, bool forceCompleteTransition=true, CameraFadePauseBehaviour _cameraFadePauseBehaviour=CameraFadePauseBehaviour.Cancel, AnimationCurve _fadeCurve=null) | AC.MainCamera | |
FadeOut(float _fadeDuration, bool forceCompleteTransition=true, CameraFadePauseBehaviour _cameraFadePauseBehaviour=CameraFadePauseBehaviour.Cancel, AnimationCurve _fadeCurve=null) | AC.MainCamera | virtual |
fadeTexture (defined in AC.MainCamera) | AC.MainCamera | protected |
fadeType (defined in AC.MainCamera) | AC.MainCamera | protected |
focalDistance (defined in AC.MainCamera) | AC.MainCamera | protected |
ForceOverlayForFrames(int numFrames) | AC.MainCamera | |
forwardDirection | AC.MainCamera | |
ForwardVector() | AC.MainCamera | static |
GetFadeAlpha() | AC.MainCamera | |
GetFadeTexture() | AC.MainCamera | |
GetFocalDistance() | AC.MainCamera | |
GetLastGameplayCamera() | AC.MainCamera | |
GetMainGameViewOffset() | AC.MainCamera | |
GetPerspectiveOffset() | AC.MainCamera | |
GetPlayableScreenArea(bool relativeToScreenSize, bool invertY=false) | AC.MainCamera | |
GetSplitScreenRect(bool isMainCamera) | AC.MainCamera | |
GetTransitionFromCamera() | AC.MainCamera | |
GetWindowViewportDifference() | AC.MainCamera | |
isCrossfading (defined in AC.MainCamera) | AC.MainCamera | protected |
IsEnabled() | AC.MainCamera | |
isFading() | AC.MainCamera | virtual |
IsInTransition() | AC.MainCamera | |
IsOrthographic() | AC.MainCamera | |
IsPointInCamera(Vector2 point) | AC.MainCamera | |
IsShaking() | AC.MainCamera | |
IsShowingForcedOverlay() | AC.MainCamera | |
isSplitScreen (defined in AC.MainCamera) | AC.MainCamera | protected |
isTopLeftSplit (defined in AC.MainCamera) | AC.MainCamera | protected |
lastNavCamera | AC.MainCamera | |
lastNavCamera2 (defined in AC.MainCamera) | AC.MainCamera | protected |
LimitMenuToAspect(Rect rect) | AC.MainCamera | |
LimitToAspect(Vector2 position) | AC.MainCamera | |
LimitVector(Vector2 point, float xBorder, float yBorder) (defined in AC.MainCamera) | AC.MainCamera | protected |
LoadData(PlayerData playerData, bool snapCamera=true) | AC.MainCamera | |
MainCameraMode enum name (defined in AC.MainCamera) | AC.MainCamera | protected |
mainCameraMode (defined in AC.MainCamera) | AC.MainCamera | protected |
midBorderRect (defined in AC.MainCamera) | AC.MainCamera | protected |
moveMethod (defined in AC.MainCamera) | AC.MainCamera | protected |
oldCameraData (defined in AC.MainCamera) | AC.MainCamera | protected |
OnAfterChangeScene(LoadingGame loadingGame) (defined in AC.MainCamera) | AC.MainCamera | protectedvirtual |
OnDestroy() (defined in AC.MainCamera) | AC.MainCamera | protectedvirtual |
OnEnterGameState(GameState gameState) (defined in AC.MainCamera) | AC.MainCamera | protected |
OnInitGameEngine(bool hideWhileLoading=true) (defined in AC.MainCamera) | AC.MainCamera | |
OnInitialiseScene() | AC.MainCamera | virtual |
overlayFrames (defined in AC.MainCamera) | AC.MainCamera | protected |
ownCamera (defined in AC.MainCamera) | AC.MainCamera | protected |
perspectiveOffset (defined in AC.MainCamera) | AC.MainCamera | protected |
playableScreenDiagonalLength (defined in AC.MainCamera) | AC.MainCamera | protected |
PlayableScreenDiagonalLength | AC.MainCamera | |
playableScreenRect (defined in AC.MainCamera) | AC.MainCamera | protected |
playableScreenRectInverted (defined in AC.MainCamera) | AC.MainCamera | protected |
playableScreenRectRelative (defined in AC.MainCamera) | AC.MainCamera | protected |
playableScreenRectRelativeInverted (defined in AC.MainCamera) | AC.MainCamera | protected |
PositionRelativeToCamera(Vector3 _position) | AC.MainCamera | |
PrepareForBackground() | AC.MainCamera | virtual |
previousAttachedCamera (defined in AC.MainCamera) | AC.MainCamera | protected |
RecalculateRects() (defined in AC.MainCamera) | AC.MainCamera | |
ReleaseFadeTexture() (defined in AC.MainCamera) | AC.MainCamera | protected |
ReleaseTimelineFadeOverride() (defined in AC.MainCamera) | AC.MainCamera | |
ReleaseTimelineOverride() | AC.MainCamera | |
RemoveBackground() (defined in AC.MainCamera) | AC.MainCamera | protectedvirtual |
RemoveSplitScreen() | AC.MainCamera | |
renderBorders | AC.MainCamera | protected |
renderFading | AC.MainCamera | protected |
ResetMoving() | AC.MainCamera | |
ResetProjection() | AC.MainCamera | |
retainPreviousSpeed (defined in AC.MainCamera) | AC.MainCamera | protected |
RightVector() | AC.MainCamera | static |
safeScreenRectInverted (defined in AC.MainCamera) | AC.MainCamera | protected |
SaveData(PlayerData playerData) | AC.MainCamera | |
SetAspectRatio() (defined in AC.MainCamera) | AC.MainCamera | protected |
SetAudioState(bool state) | AC.MainCamera | |
SetBoxOverlay(_Camera underlayCamera, _Camera overlayCamera, Rect _overlayRect, bool useRectCentre=true) | AC.MainCamera | |
SetCameraRect() | AC.MainCamera | |
SetCameraTag(string _tag) | AC.MainCamera | |
SetDefaultFadeTexture(Texture2D _fadeTexture) | AC.MainCamera | |
SetFadeTexture(Texture2D tex) | AC.MainCamera | |
SetFirstPerson() | AC.MainCamera | |
SetGameCamera(_Camera newCamera, float transitionTime=0f, MoveMethod _moveMethod=MoveMethod.Linear, AnimationCurve _animationCurve=null, bool _retainPreviousSpeed=false, bool snapCamera=true) | AC.MainCamera | |
SetMidBorder() (defined in AC.MainCamera) | AC.MainCamera | protected |
SetSplitScreen(_Camera _camera1, _Camera _camera2, CameraSplitOrientation _splitOrientation, bool _isTopLeft, float _splitAmountMain, float _splitAmountOther) | AC.MainCamera | |
SetTimelineFadeOverride(Texture2D _timelineFadeTexture, float _timelineFadeWeight) (defined in AC.MainCamera) | AC.MainCamera | |
SetTimelineOverride(_Camera cam1, _Camera cam2, float cam2Weight, float _shakeIntensity=0f) | AC.MainCamera | |
Shake(float _shakeIntensity, float _duration, CameraShakeEffect _shakeEffect, AnimationCurve _shakeCurve=null) | AC.MainCamera | |
shakeCurve (defined in AC.MainCamera) | AC.MainCamera | protected |
shakeDuration (defined in AC.MainCamera) | AC.MainCamera | protected |
shakeEffect (defined in AC.MainCamera) | AC.MainCamera | protected |
shakeIntensity (defined in AC.MainCamera) | AC.MainCamera | protected |
shakePosition (defined in AC.MainCamera) | AC.MainCamera | protected |
shakeRotation (defined in AC.MainCamera) | AC.MainCamera | protected |
shakeStartIntensity (defined in AC.MainCamera) | AC.MainCamera | protected |
shakeStartTime (defined in AC.MainCamera) | AC.MainCamera | protected |
ShowGUI() (defined in AC.MainCamera) | AC.MainCamera | |
SmoothChange(float _transitionDuration, MoveMethod method, AnimationCurve _timeCurve=null) (defined in AC.MainCamera) | AC.MainCamera | protected |
SnapToAttached() | AC.MainCamera | |
splitAmountMain (defined in AC.MainCamera) | AC.MainCamera | protected |
splitAmountOther (defined in AC.MainCamera) | AC.MainCamera | protected |
splitCamera (defined in AC.MainCamera) | AC.MainCamera | protected |
splitOrientation (defined in AC.MainCamera) | AC.MainCamera | protected |
StartCrossfade(object[] parms) (defined in AC.MainCamera) | AC.MainCamera | protected |
StartSplitScreen(float _splitAmountMain, float _splitAmountOther) | AC.MainCamera | |
StopCrossfade() | AC.MainCamera | |
StopShaking() | AC.MainCamera | |
SwapSplitScreenMainCamera() (defined in AC.MainCamera) | AC.MainCamera | |
TakeOverlayScreenshot() | AC.MainCamera | |
tempFadeTexture (defined in AC.MainCamera) | AC.MainCamera | protected |
timeCurve (defined in AC.MainCamera) | AC.MainCamera | protected |
timelineFadeOverride (defined in AC.MainCamera) | AC.MainCamera | protected |
timelineFadeTexture (defined in AC.MainCamera) | AC.MainCamera | protected |
timelineFadeWeight (defined in AC.MainCamera) | AC.MainCamera | protected |
timelineOverride (defined in AC.MainCamera) | AC.MainCamera | protected |
Transform | AC.MainCamera | |
transitionDuration (defined in AC.MainCamera) | AC.MainCamera | protected |
transitionFromCamera (defined in AC.MainCamera) | AC.MainCamera | protected |
UpdateCameraFade() (defined in AC.MainCamera) | AC.MainCamera | protected |
UpdateCameraTransition() (defined in AC.MainCamera) | AC.MainCamera | protected |
UpdateLastGameplayCamera() (defined in AC.MainCamera) | AC.MainCamera | protected |