Adventure Creator  1.79.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
AC.ActionQTE Member List

This is the complete list of members for AC.ActionQTE, including all inherited members.

Action()AC.Action
AddSaveScript< T >(Behaviour field) (defined in AC.Action)AC.Action
AddSaveScript< T >(GameObject _gameObject) (defined in AC.Action)AC.Action
AddSearchTerm(string term) (defined in AC.Action)AC.Actionprotected
AfterRunningOption() (defined in AC.Action)AC.Actionprotected
animateUI (defined in AC.ActionQTE)AC.ActionQTE
AssignBoolean(List< ActionParameter > parameters, int _parameterID, BoolValue field)AC.Action
AssignConstantID(Collider field, int _constantID, int _parameterID) (defined in AC.Action)AC.Actionprotected
AssignConstantID(Transform field, int _constantID, int _parameterID) (defined in AC.Action)AC.Actionprotected
AssignConstantID(GameObject field, int _constantID, int _parameterID) (defined in AC.Action)AC.Actionprotected
AssignConstantID< T >(T field, int _constantID, int _parameterID) (defined in AC.Action)AC.Actionprotected
AssignConstantIDs(bool saveScriptsToo=false, bool fromAssetFile=false)AC.Actionvirtual
AssignDocumentID(List< ActionParameter > parameters, int _parameterID, int field) (defined in AC.Action)AC.Actionprotected
AssignFile(List< ActionParameter > parameters, int _parameterID, int _constantID, Transform field)AC.Action
AssignFile(List< ActionParameter > parameters, int _parameterID, int _constantID, Collider field)AC.Action
AssignFile(List< ActionParameter > parameters, int _parameterID, int _constantID, GameObject field)AC.Actionprotected
AssignFile(int _constantID, GameObject field)AC.Actionprotected
AssignFile(int _constantID, Transform field)AC.Action
AssignFile< T >(List< ActionParameter > parameters, int _parameterID, int _constantID, T field, bool doLog=true)AC.Action
AssignFile< T >(int _constantID, T field)AC.Action
AssignFloat(List< ActionParameter > parameters, int _parameterID, float field)AC.Action
AssignInteger(List< ActionParameter > parameters, int _parameterID, int field)AC.Action
AssignInvItemID(List< ActionParameter > parameters, int _parameterID, int field) (defined in AC.Action)AC.Actionprotected
AssignObject< T >(List< ActionParameter > parameters, int _parameterID, Object field)AC.Action
AssignParentList(ActionList actionList)AC.Actionvirtual
AssignPlayer(int _playerID, List< ActionParameter > parameters, int _playerParameterID) (defined in AC.Action)AC.Actionprotected
AssignString(List< ActionParameter > parameters, int _parameterID, string field) (defined in AC.Action)AC.Actionprotected
AssignValues(List< ActionParameter > parameters)AC.ActionQTEvirtual
AC::ActionCheck.AssignValues()AC.Actionvirtual
AssignVariable(List< ActionParameter > parameters, int _parameterID, GVar field) (defined in AC.Action)AC.Actionprotected
AssignVariableID(List< ActionParameter > parameters, int _parameterID, int field) (defined in AC.Action)AC.Actionprotected
AssignVariablesComponent(List< ActionParameter > parameters, int _parameterID, Variables field) (defined in AC.Action)AC.Actionprotected
AssignVector3(List< ActionParameter > parameters, int _parameterID, Vector3 field) (defined in AC.Action)AC.Actionprotected
axisThreshold (defined in AC.ActionQTE)AC.ActionQTE
Category (defined in AC.ActionQTE)AC.ActionQTE
category (defined in AC.Action)AC.Actionprotected
CheckCondition()AC.ActionQTEvirtual
ChooseParameterGUI(string label, List< ActionParameter > _parameters, int _parameterID, ParameterType _expectedType, int excludeParameterID=-1, string tooltip="", bool alwaysShow=false) (defined in AC.Action)AC.Actionstatic
ChooseParameterGUI(string label, List< ActionParameter > _parameters, int _parameterID, ParameterType[] _expectedTypes, int excludeParameterID=-1, string tooltip="") (defined in AC.Action)AC.Actionstatic
ChooseParameterGUI(List< ActionParameter > _parameters, int _parameterID) (defined in AC.Action)AC.Actionstatic
ChoosePlayerGUI(int _playerID, bool includeActiveOption=false) (defined in AC.Action)AC.Actionprotected
ClearIDs() (defined in AC.Action)AC.Actionvirtual
commentAC.Action
ConvertGlobalVariableToLocal(int oldGlobalID, int newLocalID, bool isCorrectScene)AC.Actionvirtual
ConvertLocalVariableToGlobal(int oldLocalID, int newGlobalID)AC.Actionvirtual
cooldownTime (defined in AC.ActionQTE)AC.ActionQTE
CreateNew(string className) (defined in AC.Action)AC.Actionstatic
CreateNew< T >() (defined in AC.Action)AC.Actionstatic
CreateNew_ButtonMash(string inputButtonName, float duration, int requiredPresses, float cooldownTime=-1f, bool wrongButtonFails=false, string menuToDisplay="", bool animateUI=false)AC.ActionQTEstatic
CreateNew_HoldKey(string inputButtonName, float duration, float requiredDuration, bool wrongButtonFails=false, string menuToDisplay="", bool animateUI=false)AC.ActionQTEstatic
CreateNew_SingleAxis(string inputAxisName, float duration, float axisThreshold=0.2f, bool wrongDirectionFails=false, string menuToDisplay="", bool animateUI=false)AC.ActionQTEstatic
CreateNew_SingleKeypress(string inputButtonName, float duration, bool wrongButtonFails=false, string menuToDisplay="", bool animateUI=false)AC.ActionQTEstatic
defaultPauseTime (defined in AC.Action)AC.Action
DelayedTextField(string label, string text) (defined in AC.Action)AC.Actionprotected
Description (defined in AC.ActionQTE)AC.ActionQTE
description (defined in AC.Action)AC.Actionprotected
doCooldown (defined in AC.ActionQTE)AC.ActionQTE
DrawOutWires(List< Action > actions, int i, int offset, Vector2 scrollPosition) (defined in AC.Action)AC.Action
duration (defined in AC.ActionQTE)AC.ActionQTE
durationParameterID (defined in AC.ActionQTE)AC.ActionQTE
EditSource(Action _action) (defined in AC.Action)AC.Actionstatic
endingsAC.Action
FieldToID(Collider field, int _constantID) (defined in AC.Action)AC.Action
FieldToID(Transform field, int _constantID, bool alwaysAssign=false) (defined in AC.Action)AC.Action
FieldToID(GameObject field, int _constantID) (defined in AC.Action)AC.Action
FieldToID(GameObject field, int _constantID, bool alwaysAssign) (defined in AC.Action)AC.Action
FieldToID(GameObject field, int _constantID, bool alwaysAssign, bool _isAssetFile) (defined in AC.Action)AC.Actionstatic
FieldToID< T >(T field, int _constantID, bool alwaysAssign=false) (defined in AC.Action)AC.Action
FixLinkAfterDeleting(Action actionToDelete, Action targetAction, List< Action > actionList) (defined in AC.Action)AC.Action
GenerateActionEnd(ResultAction _resultAction, ActionListAsset _linkedAsset, Cutscene _linkedCutscene, int _skipAction, Action _skipActionActual, List< Action > _actions) (defined in AC.Action)AC.Actionprotected
GenerateStopActionEnd() (defined in AC.Action)AC.Actionstatic
GetNextOutputIndex()AC.ActionCheckvirtual
GetNumVariableReferences(VariableLocation location, int varID, List< ActionParameter > parameters, Variables variables=null, int variablesConstantID=0)AC.Actionvirtual
GetParameterWithID(List< ActionParameter > parameters, int _id) (defined in AC.Action)AC.Actionprotected
GetReferencedActionListAssets() (defined in AC.Action)AC.Actionvirtual
GetSocketLabel(int index) (defined in AC.ActionCheck)AC.ActionCheckprotectedvirtual
holdDuration (defined in AC.ActionQTE)AC.ActionQTE
idAC.Action
IDToField(Collider field, int _constantID, bool moreInfo) (defined in AC.Action)AC.Action
IDToField(Transform field, int _constantID, bool moreInfo) (defined in AC.Action)AC.Action
IDToField(GameObject field, int _constantID, bool moreInfo) (defined in AC.Action)AC.Action
IDToField(GameObject field, int _constantID, bool moreInfo, bool alwaysShow) (defined in AC.Action)AC.Action
IDToField(GameObject field, int _constantID, bool moreInfo, bool alwaysShow, bool _isAssetFile) (defined in AC.Action)AC.Actionstatic
IDToField< T >(T field, int _constantID, bool moreInfo) (defined in AC.Action)AC.Action
inputName (defined in AC.ActionQTE)AC.ActionQTE
inputNameParameterID (defined in AC.ActionQTE)AC.ActionQTE
isAssetFileAC.Action
isBreakPointAC.Action
isDisplayedAC.Action
isEnabledAC.Action
isMarkedAC.Action
isRunningAC.Action
LastRunOutput (defined in AC.Action)AC.Action
Log(string message, Object context=null) (defined in AC.Action)AC.Actionprotected
LogError(string message, Object context=null) (defined in AC.Action)AC.Actionprotected
LogWarning(string message, Object context=null) (defined in AC.Action)AC.Actionprotected
menuName (defined in AC.ActionQTE)AC.ActionQTE
menuNameParameterID (defined in AC.ActionQTE)AC.ActionQTE
NodeRect (defined in AC.Action)AC.Action
NumSockets (defined in AC.ActionCheck)AC.ActionCheck
overrideColor (defined in AC.Action)AC.Action
parentActionListInEditorAC.Action
PrintComment(ActionList actionList, ActionListAsset actionListAsset=null)AC.Action
qteHoldReleaseBehaviour (defined in AC.ActionQTE)AC.ActionQTE
qteType (defined in AC.ActionQTE)AC.ActionQTE
ReferencesAsset(ActionListAsset actionListAsset) (defined in AC.Action)AC.Actionvirtual
ReferencesObjectOrID(GameObject gameObject, int id)AC.Actionvirtual
ReferencesPlayer(int playerID=-1)AC.Actionvirtual
Reset(ActionList actionList)AC.Actionvirtual
ResetAssetValues()AC.Actionvirtual
ResetLastResult() (defined in AC.Action)AC.Action
ResetSearchData() (defined in AC.Action)AC.Action
rotationIsClockwise (defined in AC.ActionQTE)AC.ActionQTE
Run()AC.ActionQTEvirtual
RunAllOutputs (defined in AC.Action)AC.Action
runIndefinitely (defined in AC.ActionQTE)AC.ActionQTE
RunNormallyWhenSkipAC.Action
searchData (defined in AC.Action)AC.Action
SetLabel()AC.ActionQTEvirtual
SetLastResult(int _lastRunOutput)AC.Actionvirtual
SetOutput(ActionEnd actionEnd)AC.Action
SetOutputs(ActionEnd actionEndOnPass, ActionEnd actionEndOnFail)AC.ActionCheck
AC::Action.SetOutputs(ActionEnd[] actionEnds)AC.Action
showCommentAC.Action
ShowGUI(List< ActionParameter > parameters)AC.ActionQTEvirtual
AC::ActionCheck.ShowGUI()AC.Actionvirtual
showOutputSockets (defined in AC.Action)AC.Action
Skip()AC.ActionQTEvirtual
SkipActionGUI(List< Action > actions, bool showGUI) (defined in AC.Action)AC.Action
SkipActionGUI(ActionEnd ending, List< Action > actions, bool showGUI) (defined in AC.Action)AC.Actionprotected
skipSocketSeparation (defined in AC.Action)AC.Actionstatic
socketSeparation (defined in AC.Action)AC.Actionstatic
targetPresses (defined in AC.ActionQTE)AC.ActionQTE
targetPressesParameterID (defined in AC.ActionQTE)AC.ActionQTE
targetRotations (defined in AC.ActionQTE)AC.ActionQTE
targetRotationsParameterID (defined in AC.ActionQTE)AC.ActionQTE
TextArea(string text) (defined in AC.Action)AC.Actionprotected
TextField(string label, string text) (defined in AC.Action)AC.Actionprotected
title (defined in AC.Action)AC.Actionprotected
Title (defined in AC.ActionQTE)AC.ActionQTE
TryAssignConstantID(Component component, ref int _constantID) (defined in AC.Action)AC.Actionprotected
TryAssignConstantID(GameObject gameObject, ref int _constantID) (defined in AC.Action)AC.Actionprotected
UpdateVariableReferences(VariableLocation location, int oldVarID, int newVarID, List< ActionParameter > parameters, Variables variables=null, int variablesConstantID=0)AC.Actionvirtual
Upgrade()AC.ActionCheckvirtual
verticalInputName (defined in AC.ActionQTE)AC.ActionQTE
verticalInputNameParameterID (defined in AC.ActionQTE)AC.ActionQTE
willWaitAC.Action
wrongKeyFails (defined in AC.ActionQTE)AC.ActionQTE