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Adventure Creator 1.85.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2025
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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 | StopSkipping () |
| 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 |
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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")