Adventure Creator  1.65.2
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2018
AC.ActionListAsset Class Reference
Inheritance diagram for AC.ActionListAsset:
AC.InvActionList AC.MenuActionList

Public Member Functions

void CopyFromActionList (ActionList actionList)
 
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...
 
void Interact ()
 Runs the ActionList asset file
 
void RunFromIndex (int index)
 Runs the ActionList asset file from a set point. More...
 
RuntimeActionList Interact (int parameterID, int parameterValue)
 Runs the ActionList asset file, after setting the value of an integer parameter if it has one. More...
 
void KillAllInstances ()
 Kills all currently-running instances of the asset.
 
ActionParameter GetParameter (int _ID)
 Gets a parameter of a given ID number. More...
 

Static Public Member Functions

static void ConvertToCutscene (MenuCommand command)
 
static void ConvertToActionListAsset (MenuCommand command)
 

Public Attributes

List< AC.Actionactions = new List<AC.Action>()
 
bool isSkippable = true
 
ActionListType actionListType = ActionListType.PauseGameplay
 
bool unfreezePauseMenus = true
 
bool useParameters = false
 
bool canRunMultipleInstances = false
 
bool canSurviveSceneChanges = false
 
List< ActionParameterparameters = new List<ActionParameter>()
 
int tagID
 

Detailed Description

An ActionListAsset is a ScriptableObject that allows a List of Action objects to be stored within an asset file. When the file is run, the Actions are transferred to a local instance of RuntimeActionList and run from there.

Member Function Documentation

◆ GetParameter()

ActionParameter AC.ActionListAsset.GetParameter ( int  _ID)

Gets a parameter of a given ID number.

Parameters
_IDThe ID of the parameter to get
Returns
The parameter with the given ID number

◆ Interact()

RuntimeActionList AC.ActionListAsset.Interact ( int  parameterID,
int  parameterValue 
)

Runs the ActionList asset file, after setting the value of an integer parameter if it has one.

Parameters
parameterIDThe ID of the Integer parameter to set
parameterValueThe value to set the Integer parameter to

◆ IsSkippable()

bool AC.ActionListAsset.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

Returns
True if the ActionListAsset is skippable

◆ RunFromIndex()

void AC.ActionListAsset.RunFromIndex ( int  index)

Runs the ActionList asset file from a set point.

Parameters
indexThe index number of actions to start from

Member Data Documentation

◆ actionListType

ActionListType AC.ActionListAsset.actionListType = ActionListType.PauseGameplay

The effect that running the Actions has on the rest of the game (PauseGameplay, RunInBackground)

◆ actions

List<AC.Action> AC.ActionListAsset.actions = new List<AC.Action>()

The Actions within this asset file

◆ canRunMultipleInstances

bool AC.ActionListAsset.canRunMultipleInstances = false

If True, then multiple instances of this asset can be run simultaneously in the scene

◆ canSurviveSceneChanges

bool AC.ActionListAsset.canSurviveSceneChanges = false

If True, then the ActionList will not end when the scene changes through natural gameplay (but will still end when loading a save game file)

◆ isSkippable

bool AC.ActionListAsset.isSkippable = true

If True, the Actions will be skipped when the user presses the 'EndCutscene' Input button

◆ parameters

List<ActionParameter> AC.ActionListAsset.parameters = new List<ActionParameter>()

A List of ActionParameter objects that can be used to override values within the Actions, if useParameters = True

◆ tagID

int AC.ActionListAsset.tagID

The ID of the associated SpeechTag

◆ unfreezePauseMenus

bool AC.ActionListAsset.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

◆ useParameters

bool AC.ActionListAsset.useParameters = false

If True, ActionParameters can be used to override values within the Action objects