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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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Public Member Functions | |
| void | Initialise () |
| void | StopSkipping () |
| virtual void | Interact () |
| 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) |
Static Public Member Functions | |
| static AC.Action | GetDefaultAction () |
| Gets the default Action set within ActionsManager. | |
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.
| int AC.ActionList.GetNumDocumentReferences | ( | int | documentID | ) |
Implements AC.IDocumentReferencer.
| int AC.ActionList.GetNumItemReferences | ( | int | itemID | ) |
Implements AC.IItemReferencer.
| int AC.ActionList.GetNumMenuReferences | ( | string | menuName, |
| string | elementName = "" ) |
Implements AC.IMenuReferencer.
| int AC.ActionList.GetNumObjectiveReferences | ( | int | objectiveID | ) |
Implements AC.IObjectiveReferencer.
| int AC.ActionList.GetNumVariableReferences | ( | VariableLocation | _location, |
| int | variableID, | ||
| Variables | _variables = null, | ||
| int | _variablesConstantID = 0 ) |
Implements AC.IVariableReferencer.
| 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.
| List< ActionListAsset > AC.ActionList.GetReferencedActionListAssets | ( | ) |
Implements AC.iActionListAssetReferencer.
| 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.
| bool AC.ActionList.ReferencesAsset | ( | ActionListAsset | actionListAsset | ) |
Implements AC.iActionListAssetReferencer.
| void AC.ActionList.ResetList | ( | ) |
Stops the Actions from running.
| void AC.ActionList.Resume | ( | int | _startIndex, |
| int[] | _resumeIndices, | ||
| string | _parameterData, | ||
| bool | rerunPreviousAction = false ) |
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 |
| int AC.ActionList.UpdateDocumentReferences | ( | int | oldDocumentID, |
| int | newDocumentID ) |
Implements AC.IDocumentReferencer.
| int AC.ActionList.UpdateItemReferences | ( | int | oldItemID, |
| int | newItemID ) |
Implements AC.IItemReferencer.
| int AC.ActionList.UpdateObjectiveReferences | ( | int | oldObjectiveID, |
| int | newObjectiveID ) |
Implements AC.IObjectiveReferencer.
| int AC.ActionList.UpdateVariableReferences | ( | VariableLocation | _location, |
| int | oldVariableID, | ||
| int | newVariableID, | ||
| Variables | _variables = null, | ||
| int | _variablesConstantID = 0 ) |
Implements AC.IVariableReferencer.
| 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