Adventure Creator
1.79.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
|
Public Member Functions | |
ActionParameter (int[] idArray) | |
A Constructor that generates a unique ID number. More... | |
ActionParameter (int id) | |
A Constructor that sets the ID number explicitly. More... | |
ActionParameter (ActionParameter _actionParameter, bool alsoCopyValues=false) | |
A Constructor that duplicates another ActionParameter. More... | |
void | CopyValues (ActionParameter otherParameter) |
Copies the "value" variables from another ActionParameter, without changing the type, ID, or label. More... | |
void | Reset () |
bool | IsIntegerBased () |
Checks if the parameter's value is an integer. This is the case if parameterType = ParameterType.GameObject, GlobalVariable, Integer, InventoryItem or LocalVariable. More... | |
void | SetValue (int _value) |
Sets the intValue that the parameter assigns More... | |
void | SetValue (float _value) |
Sets the floatValue that the parameter assigns More... | |
void | SetValue (string _value) |
Sets the stringValue that the parameter assigns More... | |
void | SetValue (Vector3 _value) |
Sets the vector3Value that the parameter assigns More... | |
void | SetValue (GameObject _object) |
Sets the gameObject that the parameter assigns More... | |
void | SetValue (Object _object) |
Sets the objectValue that the parameter assigns More... | |
void | SetValue (GameObject _object, int _value) |
Sets the gameObject that the parameter assigns More... | |
void | SetValue (Variables _variables, int _value) |
GVar | GetVariable () |
string | GetLabel () |
Generates a label that represents the name of the parameter's value, if appropriate More... | |
string | GetValueAsString () |
string | GetSaveData () |
Generates a string that represents the parameter's saveable data</summar>
| |
void | LoadData (string dataString) |
Restores data from a data string More... | |
override string | ToString () |
void | ShowGUI (bool isAssetFile, bool onlyEditValues=false, bool readOnly=false) |
Public Attributes | |
string | label = "" |
string | description = "" |
int | ID = 0 |
ParameterType | parameterType = ParameterType.GameObject |
int | intValue = -1 |
int | constantID = 0 |
int | popUpID = 0 |
float | floatValue = 0f |
string | stringValue = "" |
GameObject | gameObject |
Object | objectValue |
Vector3 | vector3Value |
GameObjectParameterReferences | gameObjectParameterReferences = GameObjectParameterReferences.ReferencePrefab |
Variables | variables = null |
bool | isDisplayed = true |
A data container for an ActionList parameter. A parameter can change the value of an Action's public variables dynamically during gameplay, allowing the same Action to be repurposed for different tasks.
AC.ActionParameter.ActionParameter | ( | int[] | idArray | ) |
A Constructor that generates a unique ID number.
idArray | An array of previously-used ID numbers, to ensure its own ID is unique. |
AC.ActionParameter.ActionParameter | ( | int | id | ) |
A Constructor that sets the ID number explicitly.
id | The unique identifier to assign |
AC.ActionParameter.ActionParameter | ( | ActionParameter | _actionParameter, |
bool | alsoCopyValues = false |
||
) |
A Constructor that duplicates another ActionParameter.
void AC.ActionParameter.CopyValues | ( | ActionParameter | otherParameter | ) |
Copies the "value" variables from another ActionParameter, without changing the type, ID, or label.
<parameter name="otherParameter">The ActionParameter to copy from
string AC.ActionParameter.GetLabel | ( | ) |
Generates a label that represents the name of the parameter's value, if appropriate
A label that represents the name of the parameter's value
string AC.ActionParameter.GetValueAsString | ( | ) |
Gets the parameters value formatted to a string
bool AC.ActionParameter.IsIntegerBased | ( | ) |
Checks if the parameter's value is an integer. This is the case if parameterType = ParameterType.GameObject, GlobalVariable, Integer, InventoryItem or LocalVariable.
void AC.ActionParameter.LoadData | ( | string | dataString | ) |
Restores data from a data string
dataString | The data |
void AC.ActionParameter.Reset | ( | ) |
Resets the value that the parameter assigns.
void AC.ActionParameter.SetValue | ( | float | _value | ) |
Sets the floatValue that the parameter assigns
_value | The new value, if parameterType = ParameterType.Float |
void AC.ActionParameter.SetValue | ( | GameObject | _object | ) |
Sets the gameObject that the parameter assigns
_object | The new GameObject, if parameterType = ParameterType.GameObject |
void AC.ActionParameter.SetValue | ( | GameObject | _object, |
int | _value | ||
) |
Sets the gameObject that the parameter assigns
_object | The new GameObject, if parameterType = ParameterType.GameObject |
_value | The GameObject's ConstantID number, which is used to find the GameObject if it is not always in the same scene as the ActionParameter class |
void AC.ActionParameter.SetValue | ( | int | _value | ) |
Sets the intValue that the parameter assigns
_value | The new value or ID number, if parameterType = ParameterType.Integer / Boolean / LocalVariable / GlobalVariable / InventoryItem. If parameterType = ParameterType.GameObject, it is the ConstantID number of the GameObject if it is not currently accessible |
void AC.ActionParameter.SetValue | ( | Object | _object | ) |
Sets the objectValue that the parameter assigns
_object | The new Unity Object, if parameterType = ParameterType.UnityObject |
void AC.ActionParameter.SetValue | ( | string | _value | ) |
Sets the stringValue that the parameter assigns
_value | The new value, if parameterType = ParameterType.String |
void AC.ActionParameter.SetValue | ( | Vector3 | _value | ) |
Sets the vector3Value that the parameter assigns
_value | The new value, if parameterType = ParameterType.Vector3 |
int AC.ActionParameter.constantID = 0 |
The constant ID number of the Variables component, if parameterType = ParameterType.ComponentVariabel
string AC.ActionParameter.description = "" |
A description to display as a tooltip when setting its value externally
float AC.ActionParameter.floatValue = 0f |
The new value, if parameterType = ParameterType.Float
GameObject AC.ActionParameter.gameObject |
The new value, if parameterType = ParameterType.GameObject
GameObjectParameterReferences AC.ActionParameter.gameObjectParameterReferences = GameObjectParameterReferences.ReferencePrefab |
If a prefab is passed between assets as a GameObject parameter, what should ultimately be referenced (ReferencePrefab, ReferenceSceneInstance)
int AC.ActionParameter.ID = 0 |
A unique identifier
int AC.ActionParameter.intValue = -1 |
The new value or ID number, if parameterType = ParameterType.Integer / Boolean / LocalVariable / GlobalVariable / InventoryItem / Document / ComponentVariable / PopUp. If parameterType = ParameterType.GameObject, it is the ConstantID number of the GameObject if it is not currently accessible
string AC.ActionParameter.label = "" |
The display name in the Editor
Object AC.ActionParameter.objectValue |
The new value, if parameterType = ParameterType.UnityObject
ParameterType AC.ActionParameter.parameterType = ParameterType.GameObject |
The type of variable it overrides (GameObject, InventoryItem, GlobalVariable, LocalVariable, String, Float, Integer, Boolean, Vector3, Document, ComponentVariable, Parameter)
int AC.ActionParameter.popUpID = 0 |
The Preset ID for the popup, if parameterType = ParameterType.PopUp
string AC.ActionParameter.stringValue = "" |
The new value, if parameterType = ParameterType.String
Vector3 AC.ActionParameter.vector3Value |
The new value, if parameterType = ParameterType.Vector3