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Adventure Creator
1.77.3
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
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Public Member Functions | |
Action () | |
virtual void | Upgrade () |
virtual float | Run () |
Runs the Action. More... | |
virtual void | Skip () |
virtual int | GetNextOutputIndex () |
Gets the index of the output socket to use after the Action has run. More... | |
void | PrintComment (ActionList actionList, ActionListAsset actionListAsset=null) |
Prints the Action's comment, if applicable, to the Console. More... | |
void | SetOutputs (ActionEnd[] actionEnds) |
Update the Action's output sockets More... | |
void | ResetSearchData () |
virtual void | ShowGUI (List< ActionParameter > parameters) |
Shows the Action's GUI when its parent ActionList / ActionListAsset uses parameters. More... | |
virtual void | ShowGUI () |
void | SkipActionGUI (List< Action > actions, bool showGUI) |
virtual void | AssignConstantIDs (bool saveScriptsToo=false, bool fromAssetFile=false) |
Called when an ActionList has been converted from a scene-based object to an asset file. Within it, AssignConstantID should be called for each of the Action's Constant ID numbers, which will assign a new number if one does not already exist, based on the referenced scene object. More... | |
virtual string | SetLabel () |
Gets a string that is shown after the Action's title in the Editor to help the user understand what it does. More... | |
void | DrawOutWires (List< Action > actions, int i, int offset, Vector2 scrollPosition) |
int | FieldToID< T > (T field, int _constantID, bool alwaysAssign=false) |
int | FieldToID (Collider field, int _constantID) |
void | AddSaveScript< T > (Behaviour field) |
void | AddSaveScript< T > (GameObject _gameObject) |
T | IDToField< T > (T field, int _constantID, bool moreInfo) |
Collider | IDToField (Collider field, int _constantID, bool moreInfo) |
int | FieldToID (Transform field, int _constantID, bool alwaysAssign=false) |
Transform | IDToField (Transform field, int _constantID, bool moreInfo) |
int | FieldToID (GameObject field, int _constantID) |
int | FieldToID (GameObject field, int _constantID, bool alwaysAssign) |
GameObject | IDToField (GameObject field, int _constantID, bool moreInfo) |
GameObject | IDToField (GameObject field, int _constantID, bool moreInfo, bool alwaysShow) |
virtual bool | ConvertLocalVariableToGlobal (int oldLocalID, int newGlobalID) |
Converts the Action's references from a given local variable to a given global variable More... | |
virtual bool | ConvertGlobalVariableToLocal (int oldGlobalID, int newLocalID, bool isCorrectScene) |
Converts the Action's references from a given global variable to a given local variable More... | |
virtual int | GetNumVariableReferences (VariableLocation location, int varID, List< ActionParameter > parameters, Variables variables=null, int variablesConstantID=0) |
Gets the number of references the Action makes to a variable More... | |
virtual int | UpdateVariableReferences (VariableLocation location, int oldVarID, int newVarID, List< ActionParameter > parameters, Variables variables=null, int variablesConstantID=0) |
Updated references the Action makes to a variable More... | |
virtual bool | ReferencesObjectOrID (GameObject gameObject, int id) |
Checks if the Action makes reference to a particular GameObject More... | |
virtual bool | ReferencesAsset (ActionListAsset actionListAsset) |
virtual List< ActionListAsset > | GetReferencedActionListAssets () |
virtual bool | ReferencesPlayer (int playerID=-1) |
Checks if the Action makes reference to a particular ActionList asset More... | |
virtual void | AssignParentList (ActionList actionList) |
Passes the ActionList that the Action is a part of to the Action class. This is run before the Action is called or displayed in an Editor. More... | |
virtual void | AssignValues (List< ActionParameter > parameters) |
Overwrites any appropriate variables with values set using parameters, or from ConstantID numbers. More... | |
virtual void | AssignValues () |
virtual void | Reset (ActionList actionList) |
Resets any runtime values that are necessary to run the Action succesfully More... | |
BoolValue | AssignBoolean (List< ActionParameter > parameters, int _parameterID, BoolValue field) |
Replaces a boolean based on an ActionParameter, if appropriate. More... | |
int | AssignInteger (List< ActionParameter > parameters, int _parameterID, int field) |
Replaces an integer based on an ActionParameter, if appropriate. More... | |
float | AssignFloat (List< ActionParameter > parameters, int _parameterID, float field) |
Replaces a float based on an ActionParameter, if appropriate. More... | |
Transform | AssignFile (List< ActionParameter > parameters, int _parameterID, int _constantID, Transform field) |
Replaces a Transform based on an ActionParameter or ConstantID instance, if appropriate. More... | |
Collider | AssignFile (List< ActionParameter > parameters, int _parameterID, int _constantID, Collider field) |
Replaces a Collider based on an ActionParameter or ConstantID instance, if appropriate. More... | |
Object | AssignObject< T > (List< ActionParameter > parameters, int _parameterID, Object field) |
Replaces a GameObject based on an ActionParameter or ConstantID instance, if appropriate. More... | |
T | AssignFile< T > (List< ActionParameter > parameters, int _parameterID, int _constantID, T field, bool doLog=true) |
Replaces a generic Behaviour based on an ActionParameter or ConstantID instance, if appropriate. More... | |
T | AssignFile< T > (int _constantID, T field) |
Replaces a generic Behaviour based on a ConstantID, if appropriate. More... | |
Transform | AssignFile (int _constantID, Transform field) |
Replaces a Transform based on a ConstantID, if appropriate. More... | |
void | FixLinkAfterDeleting (Action actionToDelete, Action targetAction, List< Action > actionList) |
virtual void | ClearIDs () |
void | BreakPoint (int i, ActionList list) |
virtual void | SetLastResult (int _lastRunOutput) |
Updates which output was followed when the Action was last run More... | |
void | ResetLastResult () |
virtual void | ResetAssetValues () |
void | SetOutput (ActionEnd actionEnd) |
Update the Action's output socket More... | |
Static Public Member Functions | |
static int | ChooseParameterGUI (string label, List< ActionParameter > _parameters, int _parameterID, ParameterType _expectedType, int excludeParameterID=-1, string tooltip="") |
static int | ChooseParameterGUI (string label, List< ActionParameter > _parameters, int _parameterID, ParameterType[] _expectedTypes, int excludeParameterID=-1, string tooltip="") |
static int | ChooseParameterGUI (List< ActionParameter > _parameters, int _parameterID) |
static int | FieldToID (GameObject field, int _constantID, bool alwaysAssign, bool _isAssetFile) |
static GameObject | IDToField (GameObject field, int _constantID, bool moreInfo, bool alwaysShow, bool _isAssetFile) |
static ActionEnd | GenerateStopActionEnd () |
static T | CreateNew< T > () |
static Action | CreateNew (string className) |
static void | EditSource (Action _action) |
Public Attributes | |
int | id |
bool | isDisplayed |
bool | showComment |
string | comment |
bool | willWait |
bool | isRunning |
List< ActionEnd > | endings = new List<ActionEnd> () |
bool | isEnabled = true |
bool | isAssetFile = false |
bool | isMarked = false |
bool | isBreakPoint = false |
Color | overrideColor = Color.white |
bool | showOutputSockets = true |
ActionList | parentActionListInEditor = null |
Static Public Attributes | |
const int | skipSocketSeparation = 48 |
const int | socketSeparation = 28 |
Protected Member Functions | |
void | AddSearchTerm (string term) |
string | TextArea (string text) |
string | TextField (string label, string text) |
string | DelayedTextField (string label, string text) |
void | AfterRunningOption () |
void | SkipActionGUI (ActionEnd ending, List< Action > actions, bool showGUI) |
void | AssignConstantID< T > (T field, int _constantID, int _parameterID) |
void | AssignConstantID (Collider field, int _constantID, int _parameterID) |
void | AssignConstantID (Transform field, int _constantID, int _parameterID) |
void | AssignConstantID (GameObject field, int _constantID, int _parameterID) |
int | ChoosePlayerGUI (int _playerID, bool includeActiveOption=false) |
void | TryAssignConstantID (Component component, ref int _constantID) |
void | TryAssignConstantID (GameObject gameObject, ref int _constantID) |
Player | AssignPlayer (int _playerID, List< ActionParameter > parameters, int _playerParameterID) |
void | Log (string message, Object context=null) |
void | LogWarning (string message, Object context=null) |
void | LogError (string message, Object context=null) |
ActionParameter | GetParameterWithID (List< ActionParameter > parameters, int _id) |
string | AssignString (List< ActionParameter > parameters, int _parameterID, string field) |
Vector3 | AssignVector3 (List< ActionParameter > parameters, int _parameterID, Vector3 field) |
int | AssignVariableID (List< ActionParameter > parameters, int _parameterID, int field) |
GVar | AssignVariable (List< ActionParameter > parameters, int _parameterID, GVar field) |
Variables | AssignVariablesComponent (List< ActionParameter > parameters, int _parameterID, Variables field) |
int | AssignInvItemID (List< ActionParameter > parameters, int _parameterID, int field) |
int | AssignDocumentID (List< ActionParameter > parameters, int _parameterID, int field) |
GameObject | AssignFile (List< ActionParameter > parameters, int _parameterID, int _constantID, GameObject field) |
Replaces a GameObject based on an ActionParameter or ConstantID instance, if appropriate. More... | |
GameObject | AssignFile (int _constantID, GameObject field) |
Replaces a GameObject based on a ConstantID, if appropriate. More... | |
virtual string | GetSocketLabel (int i) |
ActionEnd | GenerateActionEnd (ResultAction _resultAction, ActionListAsset _linkedAsset, Cutscene _linkedCutscene, int _skipAction, Action _skipActionActual, List< Action > _actions) |
Protected Attributes | |
ActionCategory | category = ActionCategory.Custom |
string | title = "Untitled" |
string | description |
Properties | |
string | searchData [get, protected set] |
virtual ActionCategory | Category [get] |
virtual string | Title [get] |
virtual string | Description [get] |
virtual int | NumSockets [get] |
virtual bool | RunNormallyWhenSkip [get] |
virtual bool | RunAllOutputs [get] |
float | defaultPauseTime [get] |
int | LastRunOutput [get] |
Rect | NodeRect [get, set] |
The base class from which all Actions derive. An Action is a ScriptableObject that performs a specific command, like pausing the game or moving a character. They are chained together in ActionLists to form cutscenes, gameplay logic etc.
AC.Action.Action | ( | ) |
The default Constructor.
BoolValue AC.Action.AssignBoolean | ( | List< ActionParameter > | parameters, |
int | _parameterID, | ||
BoolValue | field | ||
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Replaces a boolean based on an ActionParameter, if appropriate.
parameters | A List of ActionParameters that may override the Transform |
_parameterID | The ID of the ActionParameter to search for within parameters that will replace the float |
field | The bool to replace |
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Called when an ActionList has been converted from a scene-based object to an asset file. Within it, AssignConstantID should be called for each of the Action's Constant ID numbers, which will assign a new number if one does not already exist, based on the referenced scene object.
saveScriptsToo | If True, then the Action shall attempt to add the appropriate 'Remember' script to reference GameObjects as well. |
fromAssetFile | If True, then the Action is placed in an ActionListAsset file |
Reimplemented in AC.ActionCameraTP, AC.ActionVarSet, AC.ActionVarCheck, AC.ActionParamSet, AC.ActionInvProperty, AC.ActionParamCheck, AC.ActionRunActionList, AC.ActionInstantiate, AC.ActionVarCopy, AC.ActionSpeech, AC.ActionTransform, AC.ActionTimeline, AC.ActionCharFace, AC.ActionPlayerSwitch, AC.ActionNavMesh, AC.ActionMovie, AC.ActionCharPathFind, AC.ActionCharMove, AC.ActionVarPopup, AC.ActionTeleport, AC.ActionVarSequence, AC.ActionRandomCheck, AC.ActionContainerSet, AC.ActionBlendShape, AC.ActionConversation, AC.ActionCharHold, AC.ActionSound, AC.ActionTransformRecord, AC.ActionCharAnim, AC.ActionCamera, AC.ActionCharFollow, AC.ActionCharRender, AC.ActionPlayerTeleportInactive, AC.ActionHighlight, AC.ActionTrackCheck, AC.ActionInteraction, AC.ActionContainerCheck, AC.ActionTintMap, AC.ActionScene, AC.ActionPauseActionList, AC.ActionSceneSwitchPrevious, AC.ActionSendMessage, AC.ActionSpeechWait, AC.ActionTrackSet, AC.ActionCameraSplit, AC.ActionParent, AC.ActionAnim, AC.ActionFootstepSounds, AC.ActionInteractionCheck, AC.ActionCharFaceDirection, AC.ActionSoundShot, AC.ActionContainerOpen, AC.ActionCameraCrossfade, AC.ActionDialogOption, AC.ActionPlayMaker, AC.ActionCheckActionList, AC.ActionCinemaDirector, AC.ActionDialogOptionRename, AC.ActionVisible, AC.ActionChangeMaterial, AC.ActionCharPortrait, AC.ActionVisibleCheck, AC.ActionVolume, AC.ActionHotspotEnable, AC.ActionSpriteFade, AC.ActionTrackRegion, AC.ActionCharRename, AC.ActionStopActionList, AC.ActionTagCheck, AC.ActionRename, AC.ActionObjectCheck, and AC.ActionMoveableCheck.
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Replaces a GameObject based on a ConstantID, if appropriate.
_constantID | If !=0, The ConstantID number of the GameObject to replace field with |
field | The GameObject to replace |
Transform AC.Action.AssignFile | ( | int | _constantID, |
Transform | field | ||
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Replaces a Transform based on a ConstantID, if appropriate.
_constantID | If !=0, The ConstantID number of the Transform to replace field with |
field | The Transform to replace |
Collider AC.Action.AssignFile | ( | List< ActionParameter > | parameters, |
int | _parameterID, | ||
int | _constantID, | ||
Collider | field | ||
) |
Replaces a Collider based on an ActionParameter or ConstantID instance, if appropriate.
parameters | A List of ActionParameters that may override the Collider |
_parameterID | The ID of the ActionParameter to search for within parameters that will replace the Collider |
_constantID | If !=0, The ConstantID number of the Collider to replace field with |
field | The Collider to replace |
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Replaces a GameObject based on an ActionParameter or ConstantID instance, if appropriate.
parameters | A List of ActionParameters that may override the GameObject |
_parameterID | The ID of the ActionParameter to search for within parameters that will replace the GameObject |
_constantID | If !=0, The ConstantID number of the GameObject to replace field with |
field | The GameObject to replace |
Transform AC.Action.AssignFile | ( | List< ActionParameter > | parameters, |
int | _parameterID, | ||
int | _constantID, | ||
Transform | field | ||
) |
Replaces a Transform based on an ActionParameter or ConstantID instance, if appropriate.
parameters | A List of ActionParameters that may override the Transform |
_parameterID | The ID of the ActionParameter to search for within parameters that will replace the Transform |
_constantID | If !=0, The ConstantID number of the Transform to replace field with |
field | The Transform to replace |
isAssetFile &&
T AC.Action.AssignFile< T > | ( | int | _constantID, |
T | field | ||
) |
Replaces a generic Behaviour based on a ConstantID, if appropriate.
_constantID | If !=0, The ConstantID number of the Behaviour to replace field with |
field | The Behaviour to replace |
T | : | Behaviour |
T AC.Action.AssignFile< T > | ( | List< ActionParameter > | parameters, |
int | _parameterID, | ||
int | _constantID, | ||
T | field, | ||
bool | doLog = true |
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Replaces a generic Behaviour based on an ActionParameter or ConstantID instance, if appropriate.
parameters | A List of ActionParameters that may override the Behaviour |
_parameterID | The ID of the ActionParameter to search for within parameters that will replace the Behaviour |
_constantID | If !=0, The ConstantID number of the Behaviour to replace field with |
field | The Behaviour to replace |
doLog | If True, and no file is found when one is expected, a warning message will be displayed in the Console |
T | : | Behaviour |
float AC.Action.AssignFloat | ( | List< ActionParameter > | parameters, |
int | _parameterID, | ||
float | field | ||
) |
Replaces a float based on an ActionParameter, if appropriate.
parameters | A List of ActionParameters that may override the Transform |
_parameterID | The ID of the ActionParameter to search for within parameters that will replace the float |
field | The float to replace |
int AC.Action.AssignInteger | ( | List< ActionParameter > | parameters, |
int | _parameterID, | ||
int | field | ||
) |
Replaces an integer based on an ActionParameter, if appropriate.
parameters | A List of ActionParameters that may override the Transform |
_parameterID | The ID of the ActionParameter to search for within parameters that will replace the float |
field | The integer to replace |
Object AC.Action.AssignObject< T > | ( | List< ActionParameter > | parameters, |
int | _parameterID, | ||
Object | field | ||
) |
Replaces a GameObject based on an ActionParameter or ConstantID instance, if appropriate.
parameters | A List of ActionParameters that may override the GameObject |
_parameterID | The ID of the ActionParameter to search for within parameters that will replace the GameObject |
field | The Object to replace |
T | : | Object |
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Passes the ActionList that the Action is a part of to the Action class. This is run before the Action is called or displayed in an Editor.
actionList | The ActionList that the Action is contained in |
Reimplemented in AC.ActionInstantiate, AC.ActionSpeech, AC.ActionVarCheck, AC.ActionTransform, AC.ActionVarSet, AC.ActionTeleport, AC.ActionVarCopy, AC.ActionNavMesh, AC.ActionTransformRecord, AC.ActionInvProperty, AC.ActionVarSequence, AC.ActionRandomCheck, AC.ActionPlayerSwitch, AC.ActionSceneCheckAttribute, AC.ActionConversation, AC.ActionMenuState, AC.ActionVarPopup, AC.ActionContainerOpen, AC.ActionVarPreset, and AC.ActionMenuCheck.
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Overwrites any appropriate variables from ConstantID numbers.
Reimplemented in AC.ActionDialogOption, and AC.ActionDialogOptionRename.
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Overwrites any appropriate variables with values set using parameters, or from ConstantID numbers.
parameters | A List of parameters that overwrite variable values |
Reimplemented in AC.ActionVarSet, AC.ActionCharAnim, AC.ActionAnim, AC.ActionSpeech, AC.ActionTransform, AC.ActionRunActionList, AC.ActionInstantiate, AC.ActionVarCheck, AC.ActionParamSet, AC.ActionPlayerSwitch, AC.ActionMenuState, AC.ActionMovie, AC.ActionConversation, AC.ActionSceneCheckAttribute, AC.ActionParamCheck, AC.ActionTeleport, AC.ActionVarPopup, AC.ActionCharRender, AC.ActionContainerOpen, AC.ActionCharPathFind, AC.ActionInvProperty, AC.ActionQTE, AC.ActionNavMesh, AC.ActionInventoryCheck, AC.ActionCharFace, AC.ActionCharFollow, AC.ActionCheckActionList, AC.ActionInventorySet, AC.ActionCharHold, AC.ActionContainerSet, AC.ActionMenuCheck, AC.ActionSendMessage, AC.ActionCharMove, AC.ActionVarCopy, AC.ActionInventorySelect, AC.ActionParent, AC.ActionTimeline, AC.ActionTrackCheck, AC.ActionSaveHandle, AC.ActionTransformRecord, AC.ActionCameraSplit, AC.ActionTintMap, AC.ActionTrackSet, AC.ActionBlendShape, AC.ActionCameraTP, AC.ActionContainerCheck, AC.ActionSceneCheck, AC.ActionVarSequence, AC.ActionAmbience, AC.ActionMusic, AC.ActionRandomCheck, AC.ActionSound, AC.ActionPlayerTeleportInactive, AC.ActionCharFaceDirection, AC.ActionInventoryInteraction, AC.ActionManageProfiles, AC.ActionPauseActionList, AC.ActionScene, AC.ActionCamera, AC.ActionHighlight, AC.ActionPlayMaker, AC.ActionSpeechWait, AC.ActionManageSaves, AC.ActionPlayerLockPath, AC.ActionSaveCheck, AC.ActionSceneAdd, AC.ActionChangeMaterial, AC.ActionFootstepSounds, AC.ActionInventoryCheckSelected, AC.ActionMenuSetInputBox, AC.ActionSoundShot, AC.ActionCameraCrossfade, AC.ActionSceneSwitchPrevious, AC.ActionStopActionList, AC.ActionCharRename, AC.ActionEndGame, AC.ActionFade, AC.ActionMenuJournal, AC.ActionVolume, AC.ActionInteraction, AC.ActionMenuSelect, AC.ActionMenuSlotCheck, AC.ActionOptionSet, AC.ActionRename, AC.ActionCameraShake, AC.ActionCharPortrait, AC.ActionInteractionCheck, AC.ActionHotspotEnable, AC.ActionInputCheck, AC.ActionSpriteFade, AC.ActionVisible, AC.ActionCinemaDirector, AC.ActionInventoryCrafting, AC.ActionPlayerCheck, AC.ActionTagCheck, AC.ActionVarPreset, AC.ActionVisibleCheck, AC.ActionDocumentCollection, AC.ActionDocumentOpen, AC.ActionObjectCheck, AC.ActionTimescale, AC.ActionTrackRegion, AC.ActionComment, AC.ActionMoveableCheck, AC.ActionDocumentCheck, and AC.ActionPause.
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Converts the Action's references from a given global variable to a given local variable
oldGlobalID | The ID number of the old global variable |
newLocalID | The ID number of the new local variable |
isCorrectScene | If True, the local variable is in the same scene as this ActionList. Otherwise, no change will made, but the return value will be the same |
Reimplemented in AC.ActionVarSet, AC.ActionVarCheck, AC.ActionInvProperty, AC.ActionSpeech, AC.ActionMenuState, AC.ActionVarCopy, AC.ActionRandomCheck, AC.ActionVarPopup, AC.ActionVarSequence, AC.ActionDialogOptionRename, AC.ActionMenuSetInputBox, and AC.ActionComment.
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Converts the Action's references from a given local variable to a given global variable
oldLocalID | The ID number of the old local variable |
newGlobalID | The ID number of the new global variable |
Reimplemented in AC.ActionVarSet, AC.ActionVarCheck, AC.ActionInvProperty, AC.ActionSpeech, AC.ActionMenuState, AC.ActionVarCopy, AC.ActionVarPopup, AC.ActionVarSequence, AC.ActionRandomCheck, AC.ActionDialogOptionRename, AC.ActionMenuSetInputBox, and AC.ActionComment.
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Gets the index of the output socket to use after the Action has run.
Reimplemented in AC.ActionScene, AC.ActionVarCheck, AC.ActionConversation, AC.ActionParamCheck, AC.ActionVarSequence, AC.ActionRandomCheck, AC.ActionVarPopup, AC.ActionSceneCheckAttribute, AC.ActionCheck, AC.ActionSaveCheck, AC.ActionCheckMultipleTemplate, AC.ActionWaitMultiple, AC.ActionObjectiveCheck, and AC.ActionObjectiveCheckType.
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Gets the number of references the Action makes to a variable
location | The variable's location (Global, Local) |
varID | The variable's ID number |
parameters | The List of ActionParameters associated with the ActionList that contains the Action |
variables | The Variables component, if location = VariableLocation.Component |
Implements AC.IVariableReferencerAction.
Reimplemented in AC.ActionSaveHandle, AC.ActionManageSaves, AC.ActionParamSet, AC.ActionParamCheck, AC.ActionRunActionList, AC.ActionSpeech, AC.ActionMenuState, AC.ActionDialogOptionRename, AC.ActionComment, AC.ActionManageProfiles, AC.ActionMenuSetInputBox, AC.ActionVarSet, AC.ActionVarCheck, AC.ActionInvProperty, AC.ActionVarCopy, AC.ActionVarPopup, AC.ActionVarSequence, and AC.ActionRandomCheck.
void AC.Action.PrintComment | ( | ActionList | actionList, |
ActionListAsset | actionListAsset = null |
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Prints the Action's comment, if applicable, to the Console.
actionList | The associated ActionList of which this Action is a part of |
actionListAsset | The associated ActionListAsset of which this Action is a part of |
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Checks if the Action makes reference to a particular GameObject
gameObject | The GameObject to check for |
id | The GameObject's associated ConstantID value |
Reimplemented in AC.ActionVarSet, AC.ActionVarCheck, AC.ActionRunActionList, AC.ActionSpeech, AC.ActionVarCopy, AC.ActionTransform, AC.ActionPlayerSwitch, AC.ActionTimeline, AC.ActionSceneCheckAttribute, AC.ActionTeleport, AC.ActionVarPopup, AC.ActionVarSequence, AC.ActionRandomCheck, AC.ActionTransformRecord, AC.ActionSound, AC.ActionTintMap, AC.ActionPlayerTeleportInactive, AC.ActionSendMessage, AC.ActionTrackCheck, AC.ActionSpeechWait, AC.ActionPauseActionList, AC.ActionScene, AC.ActionParent, AC.ActionSceneSwitchPrevious, AC.ActionTrackSet, AC.ActionSoundShot, AC.ActionPlayMaker, AC.ActionVisible, AC.ActionVolume, AC.ActionVisibleCheck, AC.ActionSpriteFade, AC.ActionStopActionList, AC.ActionTagCheck, AC.ActionRename, AC.ActionParamSet, AC.ActionParamCheck, AC.ActionInvProperty, AC.ActionInstantiate, AC.ActionNavMesh, AC.ActionCharFace, AC.ActionMovie, AC.ActionCharPathFind, AC.ActionCharMove, AC.ActionContainerSet, AC.ActionBlendShape, AC.ActionCharHold, AC.ActionConversation, AC.ActionCharAnim, AC.ActionCharFollow, AC.ActionCharRender, AC.ActionCamera, AC.ActionHighlight, AC.ActionContainerCheck, AC.ActionInteraction, AC.ActionAnim, AC.ActionFootstepSounds, AC.ActionDialogOptionRename, AC.ActionCameraSplit, AC.ActionCharFaceDirection, AC.ActionInteractionCheck, AC.ActionContainerOpen, AC.ActionCameraCrossfade, AC.ActionChangeMaterial, AC.ActionCheckActionList, AC.ActionDialogOption, AC.ActionCinemaDirector, AC.ActionCharPortrait, AC.ActionPlayerLockPath, AC.ActionCharRename, AC.ActionHotspotEnable, AC.ActionObjectCheck, and AC.ActionMoveableCheck.
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Checks if the Action makes reference to a particular ActionList asset
playerID | The Player to check for, if player-switching is enabled |
Reimplemented in AC.ActionPlayerLock, AC.ActionPlayerLockPath, AC.ActionSpeech, AC.ActionTransform, AC.ActionCharFace, AC.ActionTimeline, AC.ActionPlayerSwitch, AC.ActionCharPathFind, AC.ActionCharMove, AC.ActionBlendShape, AC.ActionCharHold, AC.ActionCharAnim, AC.ActionCharFollow, AC.ActionTransformRecord, AC.ActionCharRender, AC.ActionTintMap, AC.ActionPlayerTeleportInactive, AC.ActionSendMessage, AC.ActionSpeechWait, AC.ActionParent, AC.ActionFootstepSounds, AC.ActionCharFaceDirection, AC.ActionChangeMaterial, AC.ActionCharPortrait, AC.ActionPlayMaker, AC.ActionPlayerCheck, and AC.ActionCharRename.
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Resets any runtime values that are necessary to run the Action succesfully
actionList | The ActionList that the Action is a part of<param> |
Reimplemented in AC.ActionTimeline, and AC.ActionWaitMultiple.
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Use this in Action subclasses to reset any value in an asset-based Action when the game resets
Reimplemented in AC.ActionVarSequence.
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Runs the Action.
Reimplemented in AC.ActionParamSet, AC.ActionInstantiate, AC.ActionSpeech, AC.ActionTransform, AC.ActionVarSet, AC.ActionTeleport, AC.ActionVarCopy, AC.ActionRunActionList, AC.ActionNavMesh, AC.ActionTransformRecord, AC.ActionInvProperty, AC.ActionCharAnim, AC.ActionAnim, AC.ActionConversation, AC.ActionCharFollow, AC.ActionContainerOpen, AC.ActionContainerSet, AC.ActionMovie, AC.ActionCharRender, AC.ActionCharHold, AC.ActionCharPathFind, AC.ActionPlayerSwitch, AC.ActionMenuState, AC.ActionTimeline, AC.ActionCharFace, AC.ActionTintMap, AC.ActionInventorySet, AC.ActionSendMessage, AC.ActionInventorySelect, AC.ActionCharMove, AC.ActionParent, AC.ActionQTE, AC.ActionCharFaceDirection, AC.ActionSpeechWait, AC.ActionOptionSet, AC.ActionBlendShape, AC.ActionPlayMaker, AC.ActionTrackSet, AC.ActionCameraTP, AC.ActionFootstepSounds, AC.ActionSound, AC.ActionChangeMaterial, AC.ActionPauseActionList, AC.ActionCameraSplit, AC.ActionHighlight, AC.ActionSaveHandle, AC.ActionVarPreset, AC.ActionAmbience, AC.ActionMusic, AC.ActionCameraCrossfade, AC.ActionCharRename, AC.ActionPlayerLockPath, AC.ActionPlayerTeleportInactive, AC.ActionScene, AC.ActionCharPortrait, AC.ActionManageProfiles, AC.ActionCamera, AC.ActionInventoryInteraction, AC.ActionMenuSetInputBox, AC.ActionManageSaves, AC.ActionSceneAdd, AC.ActionSoundShot, AC.ActionStopActionList, AC.ActionCameraShake, AC.ActionMenuJournal, AC.ActionVolume, AC.ActionEndGame, AC.ActionFade, AC.ActionMenuSelect, AC.ActionSceneSwitchPrevious, AC.ActionRename, AC.ActionInteraction, AC.ActionCinemaDirector, AC.ActionSystemLock, AC.ActionCheckActionList, AC.ActionDialogOption, AC.ActionDialogOptionRename, AC.ActionHotspotEnable, AC.ActionInputCheck, AC.ActionInventoryCrafting, AC.ActionSpriteFade, AC.ActionVisible, AC.ActionDocumentOpen, AC.ActionPlayerLock, AC.ActionTimescale, AC.ActionTrackRegion, AC.ActionDocumentCollection, AC.ActionComment, AC.ActionPause, AC.ActionMixerSnapshot, AC.ActionTimerSet, AC.ActionEvent, AC.ActionTemplate, AC.ActionInputActive, AC.ActionSpeechStop, AC.ActionWaitMultiple, and AC.ActionObjectiveSet.
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virtual |
Gets a string that is shown after the Action's title in the Editor to help the user understand what it does.
Reimplemented in AC.ActionParamSet, AC.ActionVarSet, AC.ActionParamCheck, AC.ActionVarCheck, AC.ActionRunActionList, AC.ActionInstantiate, AC.ActionInvProperty, AC.ActionTransform, AC.ActionSpeech, AC.ActionMenuState, AC.ActionNavMesh, AC.ActionTimeline, AC.ActionCharFace, AC.ActionPlayerSwitch, AC.ActionMovie, AC.ActionSceneCheckAttribute, AC.ActionCharPathFind, AC.ActionCharMove, AC.ActionTeleport, AC.ActionInventorySet, AC.ActionVarCopy, AC.ActionSaveHandle, AC.ActionContainerSet, AC.ActionInventoryCheck, AC.ActionQTE, AC.ActionSceneAdd, AC.ActionInventorySelect, AC.ActionCharHold, AC.ActionConversation, AC.ActionInventoryInteraction, AC.ActionTransformRecord, AC.ActionSound, AC.ActionManageProfiles, AC.ActionCharFollow, AC.ActionAmbience, AC.ActionMusic, AC.ActionCamera, AC.ActionCharRender, AC.ActionVarPopup, AC.ActionTintMap, AC.ActionInventoryCheckSelected, AC.ActionHighlight, AC.ActionPlayerTeleportInactive, AC.ActionCharAnim, AC.ActionInteraction, AC.ActionTrackCheck, AC.ActionBlendShape, AC.ActionContainerCheck, AC.ActionPauseActionList, AC.ActionScene, AC.ActionSaveCheck, AC.ActionParent, AC.ActionSendMessage, AC.ActionManageSaves, AC.ActionSpeechWait, AC.ActionFootstepSounds, AC.ActionTrackSet, AC.ActionCameraSplit, AC.ActionCameraTP, AC.ActionCharFaceDirection, AC.ActionOptionSet, AC.ActionInteractionCheck, AC.ActionSoundShot, AC.ActionVarPreset, AC.ActionContainerOpen, AC.ActionAnim, AC.ActionCameraCrossfade, AC.ActionFade, AC.ActionInputCheck, AC.ActionDialogOption, AC.ActionChangeMaterial, AC.ActionCheckActionList, AC.ActionCinemaDirector, AC.ActionDialogOptionRename, AC.ActionVisible, AC.ActionCharPortrait, AC.ActionMixerSnapshot, AC.ActionPlayerCheck, AC.ActionMenuCheck, AC.ActionEndGame, AC.ActionInventoryCrafting, AC.ActionVolume, AC.ActionCharRename, AC.ActionVisibleCheck, AC.ActionDocumentOpen, AC.ActionMenuJournal, AC.ActionHotspotEnable, AC.ActionMenuSetInputBox, AC.ActionSpriteFade, AC.ActionMenuSelect, AC.ActionMenuSlotCheck, AC.ActionPlatformCheck, AC.ActionStopActionList, AC.ActionTagCheck, AC.ActionRename, AC.ActionComment, AC.ActionTemplate, AC.ActionObjectiveCheck, AC.ActionDocumentCollection, AC.ActionObjectiveSet, AC.ActionMoveableCheck, AC.ActionPause, AC.ActionObjectCheck, AC.ActionObjectiveCheckType, AC.ActionSpeechStop, AC.ActionDocumentCheck, AC.ActionCheckMultipleTemplate, and AC.ActionCheckTemplate.
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virtual |
Updates which output was followed when the Action was last run
_lastRunOutput | The index of the ending last run |
Reimplemented in AC.ActionCheckActionList.
void AC.Action.SetOutput | ( | ActionEnd | actionEnd | ) |
Update the Action's output socket
actionEnd | A data container for the output socket |
void AC.Action.SetOutputs | ( | ActionEnd[] | actionEnds | ) |
Update the Action's output sockets
actionEnds | A data container for the output sockets |
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virtual |
Shows the Action's GUI.
Reimplemented in AC.ActionPlayerLock, AC.ActionSystemLock, AC.ActionPlatformCheck, AC.ActionMixerSnapshot, AC.ActionTemplate, AC.ActionComment, AC.ActionDialogOption, AC.ActionEvent, AC.ActionDialogOptionRename, AC.ActionObjectiveCheck, AC.ActionCheckMultipleTemplate, AC.ActionObjectiveSet, AC.ActionCheckTemplate, AC.ActionSpeechStop, and AC.ActionObjectiveCheckType.
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virtual |
Shows the Action's GUI when its parent ActionList / ActionListAsset uses parameters.
parameters | A List of parameters available in the parent ActionList / ActionListAsset |
Reimplemented in AC.ActionParamSet, AC.ActionVarSet, AC.ActionInstantiate, AC.ActionParamCheck, AC.ActionVarCheck, AC.ActionRunActionList, AC.ActionInvProperty, AC.ActionSpeech, AC.ActionMenuState, AC.ActionPlayerSwitch, AC.ActionTransform, AC.ActionMovie, AC.ActionCharPathFind, AC.ActionCharFace, AC.ActionCharMove, AC.ActionSaveHandle, AC.ActionSceneAdd, AC.ActionTimeline, AC.ActionSceneCheckAttribute, AC.ActionNavMesh, AC.ActionTeleport, AC.ActionInventorySet, AC.ActionSceneCheck, AC.ActionInventorySelect, AC.ActionContainerSet, AC.ActionSound, AC.ActionManageProfiles, AC.ActionQTE, AC.ActionVarSequence, AC.ActionInventoryCheck, AC.ActionConversation, AC.ActionCamera, AC.ActionCharHold, AC.ActionTransformRecord, AC.ActionVarCopy, AC.ActionSaveCheck, AC.ActionSceneSwitchPrevious, AC.ActionCharAnim, AC.ActionPauseActionList, AC.ActionManageSaves, AC.ActionTintMap, AC.ActionAnim, AC.ActionRandomCheck, AC.ActionScene, AC.ActionSendMessage, AC.ActionTrackSet, AC.ActionHighlight, AC.ActionAmbience, AC.ActionSpeechWait, AC.ActionMusic, AC.ActionVarPopup, AC.ActionInputCheck, AC.ActionTrackCheck, AC.ActionOptionSet, AC.ActionCharRender, AC.ActionCharFaceDirection, AC.ActionCharFollow, AC.ActionSoundShot, AC.ActionBlendShape, AC.ActionCameraShake, AC.ActionContainerOpen, AC.ActionInventoryCheckSelected, AC.ActionParent, AC.ActionFade, AC.ActionCameraCrossfade, AC.ActionInteraction, AC.ActionCameraTP, AC.ActionDocumentOpen, AC.ActionCinemaDirector, AC.ActionPlayerTeleportInactive, AC.ActionVisible, AC.ActionContainerCheck, AC.ActionCheckActionList, AC.ActionCameraSplit, AC.ActionMenuCheck, AC.ActionInventoryInteraction, AC.ActionEndGame, AC.ActionVisibleCheck, AC.ActionMenuJournal, AC.ActionInteractionCheck, AC.ActionPlayerLockPath, AC.ActionPlayMaker, AC.ActionInventoryCrafting, AC.ActionTimescale, AC.ActionFootstepSounds, AC.ActionHotspotEnable, AC.ActionMenuSelect, AC.ActionSpriteFade, AC.ActionMenuSetInputBox, AC.ActionCharPortrait, AC.ActionCharRename, AC.ActionMenuSlotCheck, AC.ActionVarPreset, AC.ActionChangeMaterial, AC.ActionVolume, AC.ActionTimerSet, AC.ActionDocumentCollection, AC.ActionStopActionList, AC.ActionTagCheck, AC.ActionPause, AC.ActionRename, AC.ActionTrackRegion, AC.ActionInputActive, AC.ActionPlayerCheck, AC.ActionObjectCheck, AC.ActionMoveableCheck, AC.ActionDocumentCheck, and AC.ActionParallel.
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virtual |
Runs the Action instantaneously.
Reimplemented in AC.ActionSpeech, AC.ActionRunActionList, AC.ActionMovie, AC.ActionCharPathFind, AC.ActionCharFace, AC.ActionTransform, AC.ActionTimeline, AC.ActionSound, AC.ActionCharMove, AC.ActionMenuState, AC.ActionVarSet, AC.ActionQTE, AC.ActionCamera, AC.ActionCharHold, AC.ActionConversation, AC.ActionCharAnim, AC.ActionAnim, AC.ActionSendMessage, AC.ActionSpeechWait, AC.ActionTrackSet, AC.ActionCharFaceDirection, AC.ActionBlendShape, AC.ActionAmbience, AC.ActionMusic, AC.ActionSoundShot, AC.ActionCameraCrossfade, AC.ActionCinemaDirector, AC.ActionCameraShake, AC.ActionDocumentOpen, AC.ActionFade, AC.ActionSpriteFade, AC.ActionTemplate, AC.ActionCheckActionList, and AC.ActionEvent.
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virtual |
Updated references the Action makes to a variable
location | The variable's location (Global, Local) |
oldVarID | The variable's original ID number |
newVarID | The variable's new ID number |
parameters | The List of ActionParameters associated with the ActionList that contains the Action |
variables | The Variables component, if location = VariableLocation.Component |
Implements AC.IVariableReferencerAction.
Reimplemented in AC.ActionSaveHandle, AC.ActionManageProfiles, AC.ActionManageSaves, AC.ActionParamSet, AC.ActionParamCheck, AC.ActionRunActionList, AC.ActionSpeech, AC.ActionMenuState, AC.ActionMenuSetInputBox, AC.ActionDialogOptionRename, AC.ActionComment, AC.ActionVarSet, AC.ActionVarCheck, AC.ActionInvProperty, AC.ActionVarCopy, AC.ActionVarPopup, AC.ActionVarSequence, and AC.ActionRandomCheck.
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virtual |
Used to upgrade Action data to the latest AC release
Reimplemented in AC.ActionPlayerSwitch, AC.ActionInventoryCheckSelected, AC.ActionCheck, AC.ActionInventoryCheck, AC.ActionInventorySet, AC.ActionRunActionList, and AC.ActionInventorySelect.
string AC.Action.comment |
A user-defined comment about the Action's purpose
A List of the various outcomes that running the Action can have
int AC.Action.id |
A unique identifier
bool AC.Action.isAssetFile = false |
If True, the Action is stored within an ActionListAsset file
bool AC.Action.isBreakPoint = false |
If True, the Editor will pause when this Action is run in-game
bool AC.Action.isDisplayed |
If True, the Action is expanded in the Editor
bool AC.Action.isEnabled = true |
If True, the Action is enabled and can be run
bool AC.Action.isMarked = false |
If True, the Action has been marked for modification in ActionListEditorWindow
bool AC.Action.isRunning |
If True, then the Action is running
ActionList AC.Action.parentActionListInEditor = null |
The Action's parent ActionList, if in the scene. This is not 100% reliable and should not be used in custom scripts
bool AC.Action.showComment |
If True, then the comment text will be shown in the Action's UI in the ActionList Editor window
bool AC.Action.willWait |
If True, the ActionList will wait until the Action has finished running before continuing
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get |
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get |
A brief description about what the Action does
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get |
If True, the Action will be run normally (i.e. can be run over multiple frames) when run as the result of skipping the ActionList
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get |
The Action's title