|  | Adventure Creator 1.84.3
    An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2024 | 
 
  
| Classes | |
| class | PositionDetectObject | 
| Public Member Functions | |
| void | _Update () | 
| bool | IsOn () | 
| Checks if the Trigger is enabled. | |
| void | TurnOn () | 
| void | TurnOff () | 
| override void | Interact () | 
| void | AddObjectToDetect (GameObject _gameObject) | 
| Registers an object as one that can be detected by the Trigger, provided that detectionMethod = TriggerDetectionMethod.TransformPosition. | |
| void | RemoveObjectToDetect (GameObject _gameObject) | 
| Registers an object as one that cancanot be detected by the Trigger, provided that detectionMethod = TriggerDetectionMethod.TransformPosition. | |
| Public Member Functions inherited from AC.ActionList | |
| void | Initialise () | 
| void | RunFromIndex (int index) | 
| Runs the Actions from a set point. | |
| void | Interact (int i, bool addToSkipQueue) | 
| Runs the Actions from a set point. | |
| void | Skip () | 
| void | Skip (int i) | 
| Runs the Actions instantly, from a set point. | |
| bool | AreActionsRunning () | 
| Checks if any Actions are currently being run. | |
| void | ResetList () | 
| virtual void | Kill () | 
| bool | IsSkippable () | 
| Checks if the ActionListAsset is skippable. This is safer than just reading 'isSkippable', because it also accounts for actionListType - since ActionLists that run in the background cannot be skipped. | |
| List< Action > | GetActions () | 
| Gets the List of Actions that this ActionList runs, regardless of source. | |
| ActionParameter | GetParameter (string label) | 
| Gets a parameter of a given name. | |
| ActionParameter | GetParameter (int _ID) | 
| Gets a parameter of a given ID number. | |
| void | Pause () | 
| void | Resume (int _startIndex, int[] _resumeIndices, string _parameterData, bool rerunPreviousAction=false) | 
| Resumes the ActionList. | |
| string | GetParameterData () | 
| Gets the current ActionParameter values as a serializable string. | |
| void | SetParameterData (string dataString) | 
| Assigns parameter values based on a string generated by the GetParameterData function. | |
| int | GetNumItemReferences (int itemID) | 
| int | UpdateItemReferences (int oldItemID, int newItemID) | 
| int | GetNumMenuReferences (string menuName, string elementName="") | 
| int | GetNumVariableReferences (VariableLocation _location, int variableID, Variables _variables=null, int _variablesConstantID=0) | 
| int | UpdateVariableReferences (VariableLocation _location, int oldVariableID, int newVariableID, Variables _variables=null, int _variablesConstantID=0) | 
| int | GetNumDocumentReferences (int documentID) | 
| int | UpdateDocumentReferences (int oldDocumentID, int newDocumentID) | 
| int | GetNumObjectiveReferences (int objectiveID) | 
| int | UpdateObjectiveReferences (int oldObjectiveID, int newObjectiveID) | 
| bool | ReferencesAsset (ActionListAsset actionListAsset) | 
| List< ActionListAsset > | GetReferencedActionListAssets () | 
| bool | ActionModified (int index) | 
| Public Attributes | |
| TriggerDetects | detects = TriggerDetects.Player | 
| GameObject | obToDetect | 
| string | detectComponent = "" | 
| int | triggerType | 
| bool | cancelInteractions = false | 
| TriggerReacts | triggerReacts = TriggerReacts.OnlyDuringGameplay | 
| TriggerDetectionMethod | detectionMethod = TriggerDetectionMethod.RigidbodyCollision | 
| bool | detectsPlayer = true | 
| bool | detectsAllPlayers = false | 
| List< GameObject > | obsToDetect = new List<GameObject>() | 
| bool | canInterruptSelf = true | 
| int | gameObjectParameterID = -1 | 
| Public Attributes inherited from AC.ActionList | |
| List< AC.Action > | actions = new List<AC.Action> () | 
| bool | isSkippable = true | 
| float | triggerTime = 0f | 
| bool | autosaveAfter = false | 
| ActionListType | actionListType = ActionListType.PauseGameplay | 
| Conversation | conversation = null | 
| ActionListAsset | assetFile | 
| ActionListSource | source | 
| bool | unfreezePauseMenus = true | 
| bool | useParameters = false | 
| List< ActionParameter > | parameters = new List<ActionParameter> () | 
| int | tagID | 
| bool | syncParamValues = true | 
| List< ActionGroup > | groups = new List<ActionGroup> () | 
| Protected Member Functions | |
| void | OnEnable () | 
| void | Start () | 
| void | OnDisable () | 
| void | OnTriggerEnter (Collider other) | 
| void | OnTriggerEnter2D (Collider2D other) | 
| void | OnTriggerStay (Collider other) | 
| void | OnTriggerStay2D (Collider2D other) | 
| void | OnTriggerExit (Collider other) | 
| void | OnTriggerExit2D (Collider2D other) | 
| void | Interact (GameObject collisionOb) | 
| bool | IsObjectCorrect (GameObject obToCheck) | 
| bool | CheckForPoint (Vector3 position) | 
| void | OnPlayerSpawn (Player player) | 
| void | OnPlayerRemove (Player player) | 
| void | InitTrigger () | 
| void | OnDrawGizmos () | 
| void | OnDrawGizmosSelected () | 
| void | DrawGizmos () | 
| Protected Member Functions inherited from AC.ActionList | |
| virtual void | BeginActionList (int i, bool addToSkipQueue) | 
| void | ProcessAction (int i) | 
| void | CheckEndCutscene () | 
| virtual void | ReturnLastResultToSource (int index, int i) | 
| virtual void | FinishPause () | 
| virtual void | PrintActionComment (Action action) | 
| virtual void | AddResumeToManager (int startIndex) | 
| Protected Attributes | |
| Collider2D | _collider2D | 
| Collider | _collider | 
| List< PositionDetectObject > | positionDetectObjects = new List<PositionDetectObject>() | 
| Protected Attributes inherited from AC.ActionList | |
| bool | isSkipping = false | 
| LayerMask | LayerHotspot | 
| LayerMask | LayerOff | 
| List< int > | resumeIndices = new List<int> () | 
| bool | isChangingScene = false | 
| Additional Inherited Members | |
| Static Public Member Functions inherited from AC.ActionList | |
| static AC.Action | GetDefaultAction () | 
| Gets the default Action set within ActionsManager. | |
| Static Public Attributes inherited from AC.ActionList | |
| static string | logSuffix | 
| Properties inherited from AC.ActionList | |
| int | NumParameters  [get] | 
| bool | IsSkipping  [get] | 
An ActionList that is run when the Player, or another object, comes into contact with it.
| void AC.AC_Trigger.AddObjectToDetect | ( | GameObject | _gameObject | ) | 
Registers an object as one that can be detected by the Trigger, provided that detectionMethod = TriggerDetectionMethod.TransformPosition.
| _gameObject | The object to detect | 
| 
 | virtual | 
Runs the Actions normally, from the beginning.
Reimplemented from AC.ActionList.
| bool AC.AC_Trigger.IsOn | ( | ) | 
Checks if the Trigger is enabled.
| void AC.AC_Trigger.RemoveObjectToDetect | ( | GameObject | _gameObject | ) | 
Registers an object as one that cancanot be detected by the Trigger, provided that detectionMethod = TriggerDetectionMethod.TransformPosition.
| _gameObject | The object to no longer detect | 
| void AC.AC_Trigger.TurnOff | ( | ) | 
Disables the Trigger.
| void AC.AC_Trigger.TurnOn | ( | ) | 
Enables the Trigger.
| bool AC.AC_Trigger.cancelInteractions = false | 
If True, and the Player sets off the Trigger while walking towards a Hotspot Interaction, then the Player will stop, and the Interaction will be cancelled
| bool AC.AC_Trigger.canInterruptSelf = true | 
If True, then the Trigger will restart if it is triggered while already running. Otherwise, it will not restart.
| string AC.AC_Trigger.detectComponent = "" | 
The component that must be attached to an object for the Trigger to react to, if detectionMethod = TriggerDetectionMethod.RigidbodyCollision and detects = TriggerDetects.AnyObjectWithComponent
| TriggerDetectionMethod AC.AC_Trigger.detectionMethod = TriggerDetectionMethod.RigidbodyCollision | 
The way in which objects are detected (RigidbodyCollision, TransformPosition)
| TriggerDetects AC.AC_Trigger.detects = TriggerDetects.Player | 
If detectionMethod = TriggerDetectionMethod.RigidbodyCollision, what the Trigger will react to (Player, SetObject, AnyObject, AnyObjectWithComponent)
| bool AC.AC_Trigger.detectsAllPlayers = false | 
If True, and detectsPlayer = True, and player-switching is enabled, then inactive Players will be detected too
| bool AC.AC_Trigger.detectsPlayer = true | 
If True, and detectionMethod = TriggerDetectionMethod.TransformPosition, then the Trigger will react to the active Player
| List<GameObject> AC.AC_Trigger.obsToDetect = new List<GameObject>() | 
The GameObjects that the Trigger reacts to, if detectionMethod = TriggerDetectionMethod.TransformPosition
| GameObject AC.AC_Trigger.obToDetect | 
The GameObject that the Trigger reacts to, if detectionMethod = TriggerDetectionMethod.RigidbodyCollision and detects = TriggerDetects.SetObject
| TriggerReacts AC.AC_Trigger.triggerReacts = TriggerReacts.OnlyDuringGameplay | 
The state of the game under which the trigger reacts (OnlyDuringGameplay, OnlyDuringCutscenes, DuringCutscenesAndGameplay)
| int AC.AC_Trigger.triggerType | 
What kind of contact the Trigger reacts to (0 = "On enter", 1 = "Continuous", 2 = "On exit")