Adventure Creator
1.81.2
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2024
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Public Member Functions | |
void | Initialise () |
virtual void | Interact () |
void | RunFromIndex (int index) |
Runs the Actions from a set point. More... | |
void | Interact (int i, bool addToSkipQueue) |
Runs the Actions from a set point. More... | |
void | Skip () |
void | Skip (int i) |
Runs the Actions instantly, from a set point. More... | |
bool | AreActionsRunning () |
Checks if any Actions are currently being run. More... | |
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 More... | |
List< Action > | GetActions () |
Gets the List of Actions that this ActionList runs, regardless of source. More... | |
ActionParameter | GetParameter (string label) |
Gets a parameter of a given name. More... | |
ActionParameter | GetParameter (int _ID) |
Gets a parameter of a given ID number. More... | |
void | Pause () |
Pauses the ActionList once it has finished running it's current Action. More... | |
void | Resume (int _startIndex, int[] _resumeIndices, string _parameterData, bool rerunPreviousAction=false) |
Resumes the ActionList. More... | |
string | GetParameterData () |
Gets the current ActionParameter values as a serializable string. More... | |
void | SetParameterData (string dataString) |
Assigns parameter values based on a string generated by the GetParameterData function More... | |
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) |
Static Public Member Functions | |
static AC.Action | GetDefaultAction () |
Gets the default Action set within ActionsManager. More... | |
Public Attributes | |
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> () |
Static Public Attributes | |
static string | logSuffix |
Protected Member Functions | |
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 | |
bool | isSkipping = false |
LayerMask | LayerHotspot |
LayerMask | LayerOff |
List< int > | resumeIndices = new List<int> () |
bool | isChangingScene = false |
Properties | |
int | NumParameters [get] |
bool | IsSkipping [get] |
An ActionList stores and handles the sequential triggering of Action objects. Strung together, Actions can be used to create cutscenes, effects and gameplay logic. This base class is never used itself - only subclasses are intended to be placed on GameObjects.
bool AC.ActionList.AreActionsRunning | ( | ) |
Checks if any Actions are currently being run.
List<Action> AC.ActionList.GetActions | ( | ) |
Gets the List of Actions that this ActionList runs, regardless of source.
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static |
Gets the default Action set within ActionsManager.
ActionParameter AC.ActionList.GetParameter | ( | int | _ID | ) |
Gets a parameter of a given ID number.
_ID | The ID of the parameter to get |
ActionParameter AC.ActionList.GetParameter | ( | string | label | ) |
Gets a parameter of a given name.
label | The name of the parameter to get |
string AC.ActionList.GetParameterData | ( | ) |
Gets the current ActionParameter values as a serializable string.
void AC.ActionList.Initialise | ( | ) |
Clears the List of Actions and creates one instance of the default, as set within ActionsManager.
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virtual |
Runs the Actions normally, from the beginning.
Reimplemented in AC.AC_Trigger.
void AC.ActionList.Interact | ( | int | i, |
bool | addToSkipQueue | ||
) |
Runs the Actions from a set point.
i | The index number of actions to start from |
addToSkipQueue | If True, then the ActionList will be skipped when the user presses the 'EndCutscene' Input button |
bool AC.ActionList.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
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virtual |
Stops the Actions from running and sets the gameState in StateHandler to the correct value.
Reimplemented in AC.RuntimeActionList.
void AC.ActionList.Pause | ( | ) |
Pauses the ActionList once it has finished running it's current Action.
void AC.ActionList.ResetList | ( | ) |
Stops the Actions from running.
void AC.ActionList.Resume | ( | int | _startIndex, |
int[] | _resumeIndices, | ||
string | _parameterData, | ||
bool | rerunPreviousAction = false |
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) |
Resumes the ActionList.
_startIndex | The Action index that the ActionList was originally started from. |
_resumeIndices | An array of Action indices to resume from |
_parameterData | The ActionParameter values when paused, as a serializable string |
rerunPreviousAction | If True, then any Actions that were running when the ActionList was paused will be re-run |
void AC.ActionList.RunFromIndex | ( | int | index | ) |
Runs the Actions from a set point.
index | The index number of actions to start from |
void AC.ActionList.SetParameterData | ( | string | dataString | ) |
Assigns parameter values based on a string generated by the GetParameterData function
dataString | The data string to load parameter data from |
void AC.ActionList.Skip | ( | ) |
Runs the Actions instantly, from the beginning.
void AC.ActionList.Skip | ( | int | i | ) |
Runs the Actions instantly, from a set point.
i | The index number of actions to start from |
ActionListType AC.ActionList.actionListType = ActionListType.PauseGameplay |
The effect that running the Actions has on the rest of the game (PauseGameplay, RunInBackground)
ActionListAsset AC.ActionList.assetFile |
The ActionListAsset file that stores the Actions, if source = ActionListSource.AssetFile
bool AC.ActionList.autosaveAfter = false |
If True, the game will auto-save when the Actions have finished running
Conversation AC.ActionList.conversation = null |
The Conversation to run when the Actions have finished running
bool AC.ActionList.isSkippable = true |
If True, the Actions will be skipped when the user presses the 'EndCutscene' Input button
List<ActionParameter> AC.ActionList.parameters = new List<ActionParameter> () |
A List of ActionParameter objects that can be used to override values within the Actions, if useParameters = True
ActionListSource AC.ActionList.source |
Where the Actions are stored when not being run (InScene, AssetFile)
bool AC.ActionList.syncParamValues = true |
If True, and source = ActionListSource.AssetFile, the asset file's parameter values will be shared amongst all linked ActionLists
int AC.ActionList.tagID |
The ID of the associated SpeechTag
float AC.ActionList.triggerTime = 0f |
The delay, in seconds, before the Actions are run when the ActionList is triggered
bool AC.ActionList.unfreezePauseMenus = true |
If True, the game will un-freeze itself while the Actions run if the game was previously paused due to an enabled Menu
bool AC.ActionList.useParameters = false |
If True, ActionParameters can be used to override values within the Action objects
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get |
The number of parameters associated with the ActionList