| ActiveLists | AC.ActionListManager | |
| activeLists (defined in AC.ActionListManager) | AC.ActionListManager | protected |
| AddToList(ActionList actionList, bool addToSkipQueue, int _startIndex) | AC.ActionListManager | |
| AddToList(ActiveList activeList) (defined in AC.ActionListManager) | AC.ActionListManager | |
| AreAnyListsSkipping() | AC.ActionListManager | |
| AssignResumeIndices(ActionList actionList, int[] resumeIndices) | AC.ActionListManager | |
| CanAddToSkipQueue(ActionList actionList, bool originalValue) | AC.ActionListManager | |
| CanResetSkipVars(ActionList actionList) (defined in AC.ActionListManager) | AC.ActionListManager | |
| DrawStatus() (defined in AC.ActionListManager) | AC.ActionListManager | |
| EndCutscene() | AC.ActionListManager | |
| EndList(ActionList actionList) | AC.ActionListManager | |
| EndList(ActiveList activeList) | AC.ActionListManager | |
| GetSaveData(SubScene subScene=null) | AC.ActionListManager | |
| HasSkipQueue() (defined in AC.ActionListManager) | AC.ActionListManager | protected |
| ignoreNextConversationSkip | AC.ActionListManager | |
| IsGameplayBlocked(Action _actionToIgnore=null, bool showSaveDebug=false) | AC.ActionListManager | |
| IsGameplayBlockedAndUnfrozen() | AC.ActionListManager | |
| IsInSkippableCutscene() | AC.ActionListManager | |
| IsListRegistered(ActionList actionList) (defined in AC.ActionListManager) | AC.ActionListManager | |
| IsListRunning(ActionList actionList) | AC.ActionListManager | |
| IsNestedAwaiting(ActiveList activeList) (defined in AC.ActionListManager) | AC.ActionListManager | |
| KillAll() | AC.ActionListManager | static |
| KillAllFromScene(int sceneIndex) | AC.ActionListManager | |
| KillAllFromScene(string sceneName) | AC.ActionListManager | |
| KillAllLists() | AC.ActionListManager | |
| LoadData(string _dataString, SubScene subScene=null) | AC.ActionListManager | |
| noPlayerOnStartQueue (defined in AC.ActionListManager) | AC.ActionListManager | protected |
| OnEndActionList(ActionList actionList, ActionListAsset actionListAsset, bool isSkipping) (defined in AC.ActionListManager) | AC.ActionListManager | protected |
| OnEnterGameState(GameState gameState) (defined in AC.ActionListManager) | AC.ActionListManager | protected |
| playCutsceneOnVarChange (defined in AC.ActionListManager) | AC.ActionListManager | protected |
| playerIDOnStartQueue (defined in AC.ActionListManager) | AC.ActionListManager | protected |
| PurgeLists() (defined in AC.ActionListManager) | AC.ActionListManager | protected |
| RegisterCutsceneSpawnedObject(GameObject _gameObject) | AC.ActionListManager | |
| ResetSkippableData() | AC.ActionListManager | |
| ResetSkipVars(bool ignoreBlockCheck=false) (defined in AC.ActionListManager) | AC.ActionListManager | protected |
| Resume(ActionList actionList, bool rerunPausedActions) | AC.ActionListManager | |
| RunVarChange(GameState gameState) (defined in AC.ActionListManager) | AC.ActionListManager | protected |
| saveAfterCutscene (defined in AC.ActionListManager) | AC.ActionListManager | protected |
| SetActionPendingState(NestedAwaitingActiveList _nestedAwaitingActiveList, bool state) (defined in AC.ActionListManager) | AC.ActionListManager | |
| VariableChanged() | AC.ActionListManager | |