Adventure Creator  1.81.2
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2024
AC.ActionTagCheck Class Reference
Inheritance diagram for AC.ActionTagCheck:
AC.ActionCheck AC.Action AC.iActionListAssetReferencer AC.IVariableReferencerAction

Public Member Functions

override void AssignValues (List< ActionParameter > parameters)
 Overwrites any appropriate variables with values set using parameters, or from ConstantID numbers. More...
 
override bool CheckCondition ()
 Works out which of the two outputs should be run when this Action is complete. More...
 
override void ShowGUI (List< ActionParameter > parameters)
 Shows the Action's GUI when its parent ActionList / ActionListAsset uses parameters. More...
 
override void AssignConstantIDs (bool saveScriptsToo, bool fromAssetFile)
 Called when an ActionList has been converted from a scene-based object to an asset file. Within it, AssignConstantID should be called for each of the Action's Constant ID numbers, which will assign a new number if one does not already exist, based on the referenced scene object. More...
 
override string SetLabel ()
 Gets a string that is shown after the Action's title in the Editor to help the user understand what it does. More...
 
override bool ReferencesObjectOrID (GameObject gameObject, int id)
 Checks if the Action makes reference to a particular GameObject More...
 
- Public Member Functions inherited from AC.ActionCheck
override int GetNextOutputIndex ()
 Gets the index of the output socket to use after the Action has run. More...
 
override void Upgrade ()
 
void SetOutputs (ActionEnd actionEndOnPass, ActionEnd actionEndOnFail)
 Update the Action's output sockets More...
 
- Public Member Functions inherited from AC.Action
 Action ()
 
virtual float Run ()
 Runs the Action. More...
 
virtual void Skip ()
 
void PrintComment (ActionList actionList, ActionListAsset actionListAsset=null)
 Prints the Action's comment, if applicable, to the Console. More...
 
void SetOutputs (ActionEnd[] actionEnds)
 Update the Action's output sockets More...
 
void ResetSearchData ()
 
virtual void ShowGUI ()
 
void SkipActionGUI (List< Action > actions, bool showGUI)
 
void DrawOutWires (List< Action > actions, int i, int offset, Vector2 scrollPosition)
 
void IntPopupField (string label, ref int value, string[] labelArray, List< ActionParameter > _parameters, ref int _parameterID, string parameterLabel="")
 
void IntField (string label, ref int value, List< ActionParameter > _parameters, ref int _parameterID, string parameterLabel="")
 
void FloatField (string label, ref float value, List< ActionParameter > _parameters, ref int _parameterID, string parameterLabel="")
 
void TextField (string label, ref string value, List< ActionParameter > _parameters, ref int _parameterID, string parameterLabel="")
 
void TextArea (string label, ref string value, float labelWidth, List< ActionParameter > _parameters, ref int _parameterID)
 
void TextArea (string label, ref string value, float labelWidth, List< ActionParameter > _parameters, ref int _parameterID, ParameterType[] parameterTypes)
 
void Vector3Field (string label, ref Vector3 value, List< ActionParameter > _parameters, ref int _parameterID, string parameterLabel="")
 
EnumPopupField< T > (string label, System.Enum value, List< ActionParameter > _parameters, ref int _parameterID, string parameterLabel="")
 
void PopupField (string label, ref int value, string[] labels, List< ActionParameter > _parameters, ref int _parameterID, string parameterLabel="", ParameterType _parameterType=ParameterType.Integer)
 
void BoolField (string label, ref int value, List< ActionParameter > _parameters, ref int _parameterID, string parameterLabel="")
 
void BoolField (string label, ref float value, List< ActionParameter > _parameters, ref int _parameterID, string parameterLabel="")
 
void EnumBoolField (string label, ref BoolValue value, List< ActionParameter > _parameters, ref int _parameterID, string parameterLabel="")
 
void SliderField (string label, ref float value, float minValue, float maxValue, List< ActionParameter > _parameters, ref int _parameterID, string parameterLabel="")
 
void SliderVectorField (string label, ref float value, float minValue, float maxValue, List< ActionParameter > _parameters, ref int _parameterID, string parameterLabel="")
 
void ComponentField< T > (string label, ref T value, ref int constantID, List< ActionParameter > _parameters, ref int _parameterID, string parameterLabel="", bool moreInfo=false)
 
void ComponentField< T > (string label, ref T value, ref int constantID, bool moreInfo=false)
 
void GameObjectField (string label, ref GameObject value, ref int constantID, List< ActionParameter > _parameters, ref int _parameterID, string parameterLabel="")
 
void GameObjectField (string label, ref GameObject value, ref int constantID)
 
void GameObjectField (string label, ref GameObject value, bool allowSceneObjects, List< ActionParameter > _parameters, ref int _parameterID, string parameterLabel="")
 
void AssetField< T > (string label, ref T value, List< ActionParameter > _parameters, ref int _parameterID, string parameterLabel="")
 
void AssetField< T > (string label, ref T value, List< ActionParameter > _parameters, ref int _parameterID, string parameterLabel, ParameterType[] parameterTypes)
 
void DocumentField (string label, ref int documentID, List< ActionParameter > _parameters, ref int _parameterID, string parameterLabel="")
 
void ObjectiveField (ref int objectiveID, List< ActionParameter > _parameters, ref int _parameterID)
 
void ItemField (ref int itemID, List< ActionParameter > _parameters, ref int _parameterID)
 
void ItemField (string label, ref int itemID, List< ActionParameter > _parameters, ref int _parameterID, string parameterLabel="")
 
void PlayerField (ref int playerID, List< ActionParameter > _parameters, ref int _parameterID, bool allowActive=true)
 
void PlayerField (string label, string paramLabel, ref int playerID, List< ActionParameter > _parameters, ref int _parameterID, bool allowActive=true)
 
void LocalVariableField (string label, ref int variableID, VariableType variableType, List< ActionParameter > _parameters, ref int _parameterID)
 
void LocalVariableField (string label, ref int variableID, VariableType[] variableTypes, List< ActionParameter > _parameters, ref int _parameterID)
 
void GlobalVariableField (string label, ref int variableID, VariableType variableType, List< ActionParameter > _parameters, ref int _parameterID)
 
void GlobalVariableField (string label, ref int variableID, VariableType[] variableTypes, List< ActionParameter > _parameters, ref int _parameterID)
 
void ComponentVariableField (string label, ref Variables variables, ref int variablesConstantID, ref int variableID, VariableType variableType, List< ActionParameter > _parameters, ref int _parameterID)
 
void ComponentVariableField (string label, ref Variables variables, ref int variablesConstantID, ref int variableID, VariableType[] variableTypes, List< ActionParameter > _parameters, ref int _parameterID)
 
void ComponentVariableField (string label, ref Variables variables, ref int variablesConstantID, ref int variableID, VariableType[] variableTypes, List< ActionParameter > _parameters, ref int _parameterID, ParameterType[] parameterTypes)
 
int FieldToID< T > (T field, int _constantID, bool alwaysAssign=false)
 
void AddSaveScript< T > (Behaviour field)
 
void AddSaveScript< T > (GameObject _gameObject)
 
IDToField< T > (T field, int _constantID, bool moreInfo)
 
int FieldToID (GameObject field, int _constantID)
 
int FieldToID (GameObject field, int _constantID, bool alwaysAssign)
 
GameObject IDToField (GameObject field, int _constantID, bool moreInfo)
 
GameObject IDToField (GameObject field, int _constantID, bool moreInfo, bool alwaysShow)
 
virtual bool ConvertLocalVariableToGlobal (int oldLocalID, int newGlobalID)
 Converts the Action's references from a given local variable to a given global variable More...
 
virtual bool ConvertGlobalVariableToLocal (int oldGlobalID, int newLocalID, bool isCorrectScene)
 Converts the Action's references from a given global variable to a given local variable More...
 
virtual int GetNumVariableReferences (VariableLocation location, int varID, List< ActionParameter > parameters, Variables variables=null, int variablesConstantID=0)
 Gets the number of references the Action makes to a variable More...
 
virtual int UpdateVariableReferences (VariableLocation location, int oldVarID, int newVarID, List< ActionParameter > parameters, Variables variables=null, int variablesConstantID=0)
 Updated references the Action makes to a variable More...
 
virtual bool ReferencesAsset (ActionListAsset actionListAsset)
 
virtual List< ActionListAssetGetReferencedActionListAssets ()
 
virtual bool ReferencesPlayer (int playerID=-1)
 Checks if the Action makes reference to a particular ActionList asset More...
 
virtual void AssignParentList (ActionList actionList)
 Passes the ActionList that the Action is a part of to the Action class. This is run before the Action is called or displayed in an Editor. More...
 
virtual void AssignValues ()
 
virtual void Reset (ActionList actionList)
 Resets any runtime values that are necessary to run the Action succesfully More...
 
BoolValue AssignBoolean (List< ActionParameter > parameters, int _parameterID, BoolValue field)
 Replaces a boolean based on an ActionParameter, if appropriate. More...
 
int AssignInteger (List< ActionParameter > parameters, int _parameterID, int field)
 Replaces an integer based on an ActionParameter, if appropriate. More...
 
float AssignFloat (List< ActionParameter > parameters, int _parameterID, float field)
 Replaces a float based on an ActionParameter, if appropriate. More...
 
Transform AssignFile (List< ActionParameter > parameters, int _parameterID, int _constantID, Transform field)
 Replaces a Transform based on an ActionParameter or ConstantID instance, if appropriate. More...
 
Collider AssignFile (List< ActionParameter > parameters, int _parameterID, int _constantID, Collider field)
 Replaces a Collider based on an ActionParameter or ConstantID instance, if appropriate. More...
 
Rigidbody AssignFile (List< ActionParameter > parameters, int _parameterID, int _constantID, Rigidbody field)
 Replaces a Rigidbody based on an ActionParameter or ConstantID instance, if appropriate. More...
 
Rigidbody2D AssignFile (List< ActionParameter > parameters, int _parameterID, int _constantID, Rigidbody2D field)
 Replaces a Rigidbody2D based on an ActionParameter or ConstantID instance, if appropriate. More...
 
Object AssignObject< T > (List< ActionParameter > parameters, int _parameterID, Object field)
 Replaces a GameObject based on an ActionParameter or ConstantID instance, if appropriate. More...
 
AssignFile< T > (List< ActionParameter > parameters, int _parameterID, int _constantID, T field, bool doLog=true)
 Replaces a generic Behaviour based on an ActionParameter or ConstantID instance, if appropriate. More...
 
AssignFile< T > (int _constantID, T field)
 Replaces a generic Behaviour based on a ConstantID, if appropriate. More...
 
Transform AssignFile (int _constantID, Transform field)
 Replaces a Transform based on a ConstantID, if appropriate. More...
 
void FixLinkAfterDeleting (Action actionToDelete, Action targetAction, List< Action > actionList)
 
virtual void ClearIDs ()
 
virtual void SetLastResult (int _lastRunOutput)
 Updates which output was followed when the Action was last run More...
 
void ResetLastResult ()
 
virtual void ResetAssetValues ()
 
void SetOutput (ActionEnd actionEnd)
 Update the Action's output socket More...
 
virtual ActionMenuItem[] GetMenuItems ()
 

Static Public Member Functions

static ActionTagCheck CreateNew (GameObject gameObject, string tag)
 Creates a new instance of the 'Object: Check tag' Action More...
 
static ActionTagCheck CreateNew (GameObject gameObject, string[] tags)
 Creates a new instance of the 'Object: Check tag' Action More...
 
- Static Public Member Functions inherited from AC.Action
static ActionParameter[] GetFilteredParameters (List< ActionParameter > _parameters, ParameterType _expectedType)
 
static ActionParameter[] GetFilteredParameters (List< ActionParameter > _parameters, ParameterType[] _expectedTypes)
 
static bool SmartFieldStart (string label, ActionParameter[] filteredParameters, ref int _parameterID, string parameterLabel)
 
static void SmartFieldEnd (ActionParameter[] filteredParameters, bool parameterOverride, ref int _parameterID)
 
static int ChooseParameterGUI (string label, List< ActionParameter > _parameters, int _parameterID, ParameterType _expectedType, int excludeParameterID=-1, string tooltip="", bool alwaysShow=false)
 
static int ChooseParameterGUI (string label, List< ActionParameter > _parameters, int _parameterID, ParameterType[] _expectedTypes, int excludeParameterID=-1, string tooltip="", bool alwaysShow=false)
 
static int ChooseParameterGUI (List< ActionParameter > _parameters, int _parameterID)
 
static int FieldToID (GameObject field, int _constantID, bool alwaysAssign, bool _isAssetFile, ActionList _parentActionListInEditor=null)
 
static GameObject IDToField (GameObject field, int _constantID, bool moreInfo, bool alwaysShow, bool _isAssetFile, ActionList _parentActionListInEditor=null)
 
static ActionEnd GenerateStopActionEnd ()
 
static T CreateNew< T > ()
 
static Action CreateNew (string className)
 
static void EditSource (Action _action)
 

Public Attributes

GameObject objectToCheck
 
int objectToCheckConstantID
 
int objectToCheckParameterID = -1
 
string tagsToCheck
 
int tagsToCheckParameterID = -1
 
int detectedTagParameterID = -1
 
- Public Attributes inherited from AC.Action
int id
 
bool isDisplayed
 
bool showComment
 
string comment
 
bool willWait
 
bool isRunning
 
List< ActionEndendings = new List<ActionEnd> ()
 
bool isEnabled = true
 
bool isAssetFile = false
 
bool isMarked = false
 
bool isBreakPoint = false
 
Color overrideColor = Color.white
 
bool showOutputSockets = true
 
ActionList parentActionListInEditor = null
 
int groupID
 

Protected Attributes

GameObject runtimeObjectToCheck
 
ActionParameter detectedTagParameter
 
- Protected Attributes inherited from AC.Action
ActionCategory category = ActionCategory.Custom
 
string title = "Untitled"
 
string description
 

Properties

override ActionCategory Category [get]
 
override string Title [get]
 
override string Description [get]
 
- Properties inherited from AC.ActionCheck
override int NumSockets [get]
 
- Properties inherited from AC.Action
string searchData [get, protected set]
 
virtual ActionCategory Category [get]
 
virtual string Title [get]
 
virtual string Description [get]
 
virtual int NumSockets [get]
 
virtual bool RunNormallyWhenSkip [get]
 
virtual bool RunAllOutputs [get]
 
float defaultPauseTime [get]
 
int LastRunOutput [get]
 
Rect NodeRect [get, set]
 

Additional Inherited Members

- Static Public Attributes inherited from AC.Action
const int skipSocketSeparation = 48
 
const int socketSeparation = 28
 
- Protected Member Functions inherited from AC.ActionCheck
override string GetSocketLabel (int index)
 
- Protected Member Functions inherited from AC.Action
void AddSearchTerm (string term)
 
string TextArea (string text)
 
string TextField (string label, string text)
 
string DelayedTextField (string label, string text)
 
void AfterRunningOption ()
 
void SkipActionGUI (ActionEnd ending, List< Action > actions, bool showGUI)
 
int AssignConstantID< T > (T field, int _constantID, int _parameterID)
 
int AssignConstantID (Collider field, int _constantID, int _parameterID)
 
int AssignConstantID (Transform field, int _constantID, int _parameterID)
 
int AssignConstantID (GameObject field, int _constantID, int _parameterID)
 
int ChoosePlayerGUI (int _playerID, bool includeActiveOption=false, string label="Player:")
 
void TryAssignConstantID (Component component, ref int _constantID)
 
void TryAssignConstantID (GameObject gameObject, ref int _constantID)
 
Player AssignPlayer (int _playerID, List< ActionParameter > parameters, int _playerParameterID)
 
void Log (string message, Object context=null)
 
void LogWarning (string message, Object context=null)
 
void LogError (string message, Object context=null)
 
ActionParameter GetParameterWithID (List< ActionParameter > parameters, int _id)
 
string AssignString (List< ActionParameter > parameters, int _parameterID, string field)
 
Vector3 AssignVector3 (List< ActionParameter > parameters, int _parameterID, Vector3 field)
 
int AssignVariableID (List< ActionParameter > parameters, int _parameterID, int field)
 
GVar AssignVariable (List< ActionParameter > parameters, int _parameterID, GVar field)
 
Variables AssignVariablesComponent (List< ActionParameter > parameters, int _parameterID, Variables field)
 
int AssignInvItemID (List< ActionParameter > parameters, int _parameterID, int field)
 
int AssignDocumentID (List< ActionParameter > parameters, int _parameterID, int field)
 
int AssignObjectiveID (List< ActionParameter > parameters, int _parameterID, int field)
 
GameObject AssignFile (List< ActionParameter > parameters, int _parameterID, int _constantID, GameObject field)
 Replaces a GameObject based on an ActionParameter or ConstantID instance, if appropriate. More...
 
GameObject AssignFile (int _constantID, GameObject field)
 Replaces a GameObject based on a ConstantID, if appropriate. More...
 
ActionEnd GenerateActionEnd (ResultAction _resultAction, ActionListAsset _linkedAsset, Cutscene _linkedCutscene, int _skipAction, Action _skipActionActual, List< Action > _actions)
 

Member Function Documentation

◆ AssignConstantIDs()

override void AC.ActionTagCheck.AssignConstantIDs ( bool  saveScriptsToo,
bool  fromAssetFile 
)
virtual

Called when an ActionList has been converted from a scene-based object to an asset file. Within it, AssignConstantID should be called for each of the Action's Constant ID numbers, which will assign a new number if one does not already exist, based on the referenced scene object.

Parameters
saveScriptsTooIf True, then the Action shall attempt to add the appropriate 'Remember' script to reference GameObjects as well.
fromAssetFileIf True, then the Action is placed in an ActionListAsset file

Reimplemented from AC.Action.

◆ AssignValues()

override void AC.ActionTagCheck.AssignValues ( List< ActionParameter parameters)
virtual

Overwrites any appropriate variables with values set using parameters, or from ConstantID numbers.

Parameters
parametersA List of parameters that overwrite variable values

Reimplemented from AC.Action.

◆ CheckCondition()

override bool AC.ActionTagCheck.CheckCondition ( )
virtual

Works out which of the two outputs should be run when this Action is complete.

Returns
If True, then resultActionTrue will be used - otherwise resultActionFalse will be used

Reimplemented from AC.ActionCheck.

◆ CreateNew() [1/2]

static ActionTagCheck AC.ActionTagCheck.CreateNew ( GameObject  gameObject,
string  tag 
)
static

Creates a new instance of the 'Object: Check tag' Action

Parameters
gameObjectThe GameObject to query
tagThe tag to check for
Returns
The generated Action

◆ CreateNew() [2/2]

static ActionTagCheck AC.ActionTagCheck.CreateNew ( GameObject  gameObject,
string[]  tags 
)
static

Creates a new instance of the 'Object: Check tag' Action

Parameters
gameObjectThe GameObject to query
tagsAn array of tags to check for
Returns
The generated Action

◆ ReferencesObjectOrID()

override bool AC.ActionTagCheck.ReferencesObjectOrID ( GameObject  gameObject,
int  id 
)
virtual

Checks if the Action makes reference to a particular GameObject

Parameters
gameObjectThe GameObject to check for
idThe GameObject's associated ConstantID value
Returns
True if the Action references the GameObject

Reimplemented from AC.Action.

◆ SetLabel()

override string AC.ActionTagCheck.SetLabel ( )
virtual

Gets a string that is shown after the Action's title in the Editor to help the user understand what it does.

Returns
A string that is shown after the Action's title in the Editor to help the user understand what it does.

Reimplemented from AC.Action.

◆ ShowGUI()

override void AC.ActionTagCheck.ShowGUI ( List< ActionParameter parameters)
virtual

Shows the Action's GUI when its parent ActionList / ActionListAsset uses parameters.

Parameters
parametersA List of parameters available in the parent ActionList / ActionListAsset

Reimplemented from AC.Action.