Adventure Creator  1.79.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
AC.ActionCameraSplit Class Reference
Inheritance diagram for AC.ActionCameraSplit:
AC.Action AC.iActionListAssetReferencer AC.IVariableReferencerAction

Public Member Functions

override void AssignValues (List< ActionParameter > parameters)
 Overwrites any appropriate variables with values set using parameters, or from ConstantID numbers. More...
 
override float Run ()
 Runs the Action. More...
 
override void ShowGUI (List< ActionParameter > parameters)
 Shows the Action's GUI when its parent ActionList / ActionListAsset uses parameters. More...
 
override void AssignConstantIDs (bool saveScriptsToo, bool fromAssetFile)
 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...
 
override 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...
 
override bool ReferencesObjectOrID (GameObject _gameObject, int id)
 Checks if the Action makes reference to a particular GameObject More...
 
- Public Member Functions inherited from AC.Action
 Action ()
 
virtual void Upgrade ()
 
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 ()
 
void SkipActionGUI (List< Action > actions, bool showGUI)
 
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)
 
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 ReferencesAsset (ActionListAsset actionListAsset)
 
virtual List< ActionListAssetGetReferencedActionListAssets ()
 
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 ()
 
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...
 
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...
 
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 ()
 
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 ActionCameraSplit CreateNew_Overlay (_Camera underlayCamera, _Camera overlayCamera, Rect overlayRect)
 Creates a new instance of the 'Camera: Split-screen' Action, set to overlay one camera over another More...
 
static ActionCameraSplit CreateNew_AboveAndBelow (_Camera topCamera, _Camera bottomCamera, bool topIsActive=true, float topCameraSpace=0.49f, float bottomCameraSpace=0.49f)
 Creates a new instance of the 'Camera: Split-screen' Action, set to arrange two cameras above and below each other More...
 
static ActionCameraSplit CreateNew_SideBySide (_Camera leftCamera, _Camera rightCamera, bool leftIsActive=true, float leftCameraSpace=0.49f, float rightCameraSpace=0.49f)
 Creates a new instance of the 'Camera: Split-screen' Action, set to arrange two cameras side by side More...
 
- Static Public Member Functions inherited from AC.Action
static int ChooseParameterGUI (string label, List< ActionParameter > _parameters, int _parameterID, ParameterType _expectedType, int excludeParameterID=-1, string tooltip="", bool alwaysShow=false)
 
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 parameterID1 = -1
 
int parameterID2 = -1
 
int constantID1 = 0
 
int constantID2 = 0
 
float splitAmount1 = 0.49f
 
float splitAmount2 = 0.49f
 
_Camera cam1
 
_Camera cam2
 
Rect overlayRect = new Rect (0.5f, 0.5f, 0.5f, 0.5f)
 
bool turnOff
 
CameraSplitOrientation orientation
 
bool mainIsTopLeft
 
- Public Attributes inherited from AC.Action
int id
 
bool isDisplayed
 
bool showComment
 
string comment
 
bool willWait
 
bool isRunning
 
List< ActionEndendings = 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
 

Protected Attributes

_Camera runtimeCam1
 
_Camera runtimeCam2
 
- Protected Attributes inherited from AC.Action
ActionCategory category = ActionCategory.Custom
 
string title = "Untitled"
 
string description
 

Properties

override ActionCategory Category [get]
 
override string Title [get]
 
override string Description [get]
 
- Properties inherited from AC.Action
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]
 

Additional Inherited Members

- Static Public Attributes inherited from AC.Action
const int skipSocketSeparation = 48
 
const int socketSeparation = 28
 
- Protected Member Functions inherited from AC.Action
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)
 

Member Function Documentation

◆ AssignConstantIDs()

override void AC.ActionCameraSplit.AssignConstantIDs ( bool  saveScriptsToo,
bool  fromAssetFile 
)
virtual

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.

Parameters
saveScriptsTooIf True, then the Action shall attempt to add the appropriate 'Remember' script to reference GameObjects as well.
fromAssetFileIf True, then the Action is placed in an ActionListAsset file

Reimplemented from AC.Action.

◆ AssignValues()

override void AC.ActionCameraSplit.AssignValues ( List< ActionParameter parameters)
virtual

Overwrites any appropriate variables with values set using parameters, or from ConstantID numbers.

Parameters
parametersA List of parameters that overwrite variable values

Reimplemented from AC.Action.

◆ CreateNew_AboveAndBelow()

static ActionCameraSplit AC.ActionCameraSplit.CreateNew_AboveAndBelow ( _Camera  topCamera,
_Camera  bottomCamera,
bool  topIsActive = true,
float  topCameraSpace = 0.49f,
float  bottomCameraSpace = 0.49f 
)
static

Creates a new instance of the 'Camera: Split-screen' Action, set to arrange two cameras above and below each other

Parameters
topCameraThe camera to at the top
bottomCameraThe camera to display at the bottom
topIsActiveIf True, the top camera will be interactive. Otherwise, the bottom camera will be
topCameraSpaceThe proportion of the screen's height that the top camera takes up
bottomCameraSpaceThe proportion of the screen's height that the bottom camera takes up
Returns
The generated Action

◆ CreateNew_Overlay()

static ActionCameraSplit AC.ActionCameraSplit.CreateNew_Overlay ( _Camera  underlayCamera,
_Camera  overlayCamera,
Rect  overlayRect 
)
static

Creates a new instance of the 'Camera: Split-screen' Action, set to overlay one camera over another

Parameters
underlayCameraThe camera to display full-screen underneath
overlayCameraThe camera to display on top
overlayRectThe portion of the screen that the overlay camera is drawn in
Returns
The generated Action

◆ CreateNew_SideBySide()

static ActionCameraSplit AC.ActionCameraSplit.CreateNew_SideBySide ( _Camera  leftCamera,
_Camera  rightCamera,
bool  leftIsActive = true,
float  leftCameraSpace = 0.49f,
float  rightCameraSpace = 0.49f 
)
static

Creates a new instance of the 'Camera: Split-screen' Action, set to arrange two cameras side by side

Parameters
leftCameraThe camera to on the left
rightCameraThe camera to display on the right
leftIsActiveIf True, the left camera will be interactive. Otherwise, the right camera will be
leftCameraSpaceThe proportion of the screen's width that the left camera takes up
rightCameraSpaceThe proportion of the screen's width that the right camera takes up
Returns
The generated Action

◆ ReferencesObjectOrID()

override bool AC.ActionCameraSplit.ReferencesObjectOrID ( GameObject  gameObject,
int  id 
)
virtual

Checks if the Action makes reference to a particular GameObject

Parameters
gameObjectThe GameObject to check for
idThe GameObject's associated ConstantID value
Returns
True if the Action references the GameObject

Reimplemented from AC.Action.

◆ Run()

override float AC.ActionCameraSplit.Run ( )
virtual

Runs the Action.

Returns
The time, in seconds, to wait before ActionList calls this function again. If 0, then the Action will not be re-run. If >0, and isRunning = True, then the Action will be re-run isRunning = False

Reimplemented from AC.Action.

◆ SetLabel()

override string AC.ActionCameraSplit.SetLabel ( )
virtual

Gets a string that is shown after the Action's title in the Editor to help the user understand what it does.

Returns
A string that is shown after the Action's title in the Editor to help the user understand what it does.

Reimplemented from AC.Action.

◆ ShowGUI()

override void AC.ActionCameraSplit.ShowGUI ( List< ActionParameter parameters)
virtual

Shows the Action's GUI when its parent ActionList / ActionListAsset uses parameters.

Parameters
parametersA List of parameters available in the parent ActionList / ActionListAsset

Reimplemented from AC.Action.