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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 | |
| bool | IsListRunning (ActionListAsset actionListAsset) |
| Checks if a particular ActionListAsset file is running. | |
| void | AddToList (RuntimeActionList runtimeActionList, ActionListAsset actionListAsset, bool addToSkipQueue, int _startIndex, bool removeMultipleInstances=false) |
| Adds a new ActionListAsset, assumed to already be running, to the internal record of currently-running ActionListAssets, and sets the correct GameState in StateHandler. | |
| void | DestroyAssetList (ActionListAsset asset) |
| Destroys the RuntimeActionList scene object that is running Actions from an ActionListAsset. | |
| int | EndAssetList (ActionListAsset asset, Action _action=null, bool forceEndAll=false) |
| Stops an ActionListAsset from running. | |
| void | EndAssetList (RuntimeActionList runtimeActionList) |
| Stops an ActionListAsset from running. | |
| void | AssignResumeIndices (ActionListAsset actionListAsset, int[] resumeIndices) |
| Records the Action indices that the associated ActionListAsset was running before being paused. This data is sent to the ActionListAsset's associated ActiveList. | |
| RuntimeActionList[] | Pause (ActionListAsset actionListAsset) |
| Pauses an ActionListAsset, provided that it is currently running. | |
| void | Resume (ActionListAsset actionListAsset, bool rerunPausedActions) |
| Resumes a previously-paused ActionListAsset. If the ActionListAsset is already running, nothing will happen. | |
| string | GetSaveData () |
| Generates a save-able string out of the ActionList resume data. | |
| void | LoadData (string _dataString) |
| Recreates ActionList resume data from a saved data string. | |
| void | AddToList (ActiveList activeList) |
| void | DrawStatus () |
| int | GetNumInstances (ActionListAsset actionListAsset) |
Protected Member Functions | |
| void | PurgeLists () |
Protected Attributes | |
| List< ActiveList > | activeLists = new List<ActiveList>() |
Properties | |
| List< ActiveList > | ActiveLists [get] |
This component keeps track of which ActionListAssets are running. It should be placed on the PersistentEngine prefab.
| void AC.ActionListAssetManager.AddToList | ( | RuntimeActionList | runtimeActionList, |
| ActionListAsset | actionListAsset, | ||
| bool | addToSkipQueue, | ||
| int | _startIndex, | ||
| bool | removeMultipleInstances = false ) |
Adds a new ActionListAsset, assumed to already be running, to the internal record of currently-running ActionListAssets, and sets the correct GameState in StateHandler.
| runtimeActionList | The RuntimeActionList associated with the ActionListAsset to run |
| actionListAsset | The ActionListAsset that is the runtimeActionList's source, if it has one. |
| addToSkipQueue | If True, then the ActionList will be added to the list of ActionLists to skip |
| _startIndex | The index number of the Action to start skipping from, if addToSkipQueue = True |
| void AC.ActionListAssetManager.AssignResumeIndices | ( | ActionListAsset | actionListAsset, |
| int[] | resumeIndices ) |
Records the Action indices that the associated ActionListAsset was running before being paused. This data is sent to the ActionListAsset's associated ActiveList.
| actionListAsset | The ActionListAsset that is being paused |
| resumeIndices | An array of Action indices to run when the ActionListAsset is resumed |
| void AC.ActionListAssetManager.DestroyAssetList | ( | ActionListAsset | asset | ) |
Destroys the RuntimeActionList scene object that is running Actions from an ActionListAsset.
| asset | The asset file that the RuntimeActionList has sourced its Actions from |
| int AC.ActionListAssetManager.EndAssetList | ( | ActionListAsset | asset, |
| Action | _action = null, | ||
| bool | forceEndAll = false ) |
Stops an ActionListAsset from running.
| asset | The ActionListAsset file to stop> |
| _action | An Action that, if present within 'asset', will prevent the ActionListAsset from ending prematurely |
| forceEndAll | If True, then all will be stopped - even if the ActionListAsset's canRunMultipleInstances is True |
| void AC.ActionListAssetManager.EndAssetList | ( | RuntimeActionList | runtimeActionList | ) |
Stops an ActionListAsset from running.
| runtimeActionList | The RuntimeActionList associated with the ActionListAsset file to stop> |
| string AC.ActionListAssetManager.GetSaveData | ( | ) |
Generates a save-able string out of the ActionList resume data.
| bool AC.ActionListAssetManager.IsListRunning | ( | ActionListAsset | actionListAsset | ) |
Checks if a particular ActionListAsset file is running.
| actionListAsset | The ActionListAsset to search for |
| void AC.ActionListAssetManager.LoadData | ( | string | _dataString | ) |
Recreates ActionList resume data from a saved data string.
| _dataString | The saved data string |
| RuntimeActionList[] AC.ActionListAssetManager.Pause | ( | ActionListAsset | actionListAsset | ) |
Pauses an ActionListAsset, provided that it is currently running.
| actionListAsset | The ActionListAsset to pause |
| void AC.ActionListAssetManager.Resume | ( | ActionListAsset | actionListAsset, |
| bool | rerunPausedActions ) |
Resumes a previously-paused ActionListAsset. If the ActionListAsset is already running, nothing will happen.
| actionListAsset | The ActionListAsset to pause |
| rerunPausedActions | If True, then any Actions that were midway-through running when the ActionList was paused will be restarted. Otherwise, the Actions that follow them will be reun instead. |
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get |
Data about any ActionListAsset that has been run and we need to store information about