Adventure Creator  1.66.8
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2018
AC.ActionInventoryCheckSelected Class Reference
Inheritance diagram for AC.ActionInventoryCheckSelected:
AC.ActionCheck AC.Action

Public Member Functions

override void AssignValues (List< ActionParameter > parameters)
 Overwrites any appropriate variables with values set using parameters, or from ConstantID numbers. More...
 
override bool CheckCondition ()
 Works out which of the two outputs should be run when this Action is complete. More...
 
override void ShowGUI (List< ActionParameter > parameters)
 Shows the Action's GUI when its parent ActionList / ActionListAsset uses parameters. 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 int GetInventoryReferences (List< ActionParameter > parameters, int _invID)
 
- Public Member Functions inherited from AC.ActionCheck
 ActionCheck ()
 
override ActionEnd End (List< Action > actions)
 Generates an ActionEnd class that describes what should happen after the Action has run. More...
 
override void SkipActionGUI (List< Action > actions, bool showGUI)
 
override void DrawOutWires (List< Action > actions, int i, int offset)
 
override void FixLinkAfterDeleting (Action actionToDelete, Action targetAction, List< Action > actionList)
 
override void PrepareToCopy (int originalIndex, List< Action > actionList)
 
override void PrepareToPaste (int offset)
 
- Public Member Functions inherited from AC.Action
 Action ()
 
virtual float Run ()
 Runs the Action. More...
 
virtual void Skip ()
 
void PrintComment (ActionList actionList)
 Prints the Action's comment, if applicable, to the Console. More...
 
virtual void 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...
 
int FieldToID< T > (T field, int _constantID)
 
int FieldToID (Collider field, int _constantID)
 
void AddSaveScript< T > (Behaviour field)
 
void AddSaveScript< T > (GameObject _gameObject)
 
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)
 
IDToField< T > (T field, int _constantID, bool moreInfo)
 
Collider IDToField (Collider field, int _constantID, bool moreInfo)
 
int FieldToID (Transform field, int _constantID)
 
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 GetVariableReferences (List< ActionParameter > parameters, VariableLocation location, int varID)
 Gets the number of references the Action makes to a local or global variable 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...
 
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...
 
AssignFile< T > (List< ActionParameter > parameters, int _parameterID, int _constantID, T field)
 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...
 
virtual void ClearIDs ()
 
void BreakPoint (int i, ActionList list)
 
virtual void SetLastResult (ActionEnd _actionEnd)
 Sets the value of the lastResult ActionEnd. More...
 

Public Attributes

int parameterID = -1
 
int invID
 
int binID
 
bool checkNothing = false
 
bool includeLast = false
 
- Public Attributes inherited from AC.ActionCheck
ResultAction resultActionTrue
 
int skipActionTrue = -1
 
AC.Action skipActionTrueActual
 
Cutscene linkedCutsceneTrue
 
ActionListAsset linkedAssetTrue
 
ResultAction resultActionFail = ResultAction.Stop
 
int skipActionFail = -1
 
AC.Action skipActionFailActual
 
Cutscene linkedCutsceneFail
 
ActionListAsset linkedAssetFail
 
- Public Attributes inherited from AC.Action
int id
 
ActionCategory category = ActionCategory.Custom
 
string title
 
string description
 
bool isDisplayed
 
bool showComment
 
string comment
 
bool showOutputSockets = true
 
int numSockets = 1
 
bool willWait
 
bool isRunning
 
ActionEnd lastResult = new ActionEnd (-10)
 
ResultAction endAction = ResultAction.Continue
 
int skipAction = -1
 
AC.Action skipActionActual
 
Cutscene linkedCutscene
 
ActionListAsset linkedAsset
 
bool isEnabled = true
 
bool isAssetFile = false
 
bool isMarked = false
 
bool isBreakPoint = false
 
Rect nodeRect = new Rect (0,0,300,60)
 
float nodeHeight = 0f
 

Additional Inherited Members

- 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="")
 
static int ChooseParameterGUI (List< ActionParameter > _parameters, int _parameterID)
 
- Protected Member Functions inherited from AC.ActionCheck
ActionEnd ProcessResult (bool result, List< Action > actions)
 
- Protected Member Functions inherited from AC.Action
void AfterRunningOption ()
 
ActionParameter GetParameterWithID (List< ActionParameter > parameters, int _id)
 
string AssignString (List< ActionParameter > parameters, int _parameterID, string field)
 
BoolValue AssignBoolean (List< ActionParameter > parameters, int _parameterID, BoolValue field)
 
int AssignInteger (List< ActionParameter > parameters, int _parameterID, int field)
 
float AssignFloat (List< ActionParameter > parameters, int _parameterID, float field)
 
Vector3 AssignVector3 (List< ActionParameter > parameters, int _parameterID, Vector3 field)
 
int AssignVariableID (List< ActionParameter > parameters, int _parameterID, int field)
 
int AssignInvItemID (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...
 
Object AssignObject< T > (List< ActionParameter > parameters, int _parameterID, Object 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...
 
ActionEnd GenerateActionEnd (ResultAction _resultAction, ActionListAsset _linkedAsset, Cutscene _linkedCutscene, int _skipAction, Action _skipActionActual, List< Action > _actions)
 
ActionEnd GenerateStopActionEnd ()
 
- Properties inherited from AC.Action
float defaultPauseTime [get]
 

Member Function Documentation

◆ AssignValues()

override void AC.ActionInventoryCheckSelected.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.

◆ CheckCondition()

override bool AC.ActionInventoryCheckSelected.CheckCondition ( )
virtual

Works out which of the two outputs should be run when this Action is complete.

Returns
If True, then resultActionTrue will be used - otherwise resultActionFalse will be used

Reimplemented from AC.ActionCheck.

◆ SetLabel()

override string AC.ActionInventoryCheckSelected.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.ActionInventoryCheckSelected.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.