Adventure Creator 1.84.3
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2024
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AC.ActionVarSet Class Reference
Inheritance diagram for AC.ActionVarSet:
AC.Action AC.ITranslatable AC.iActionListAssetReferencer AC.IVariableReferencerAction

Public Types

enum  SetVarMethodVector { SetValue , IncreaseByValue , MultiplyByValue }

Public Member Functions

override void AssignValues (List< ActionParameter > parameters)
 Overwrites any appropriate variables with values set using parameters, or from ConstantID numbers.
override 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.
override float Run ()
 Runs the Action.
override void Skip ()
override void ShowGUI (List< ActionParameter > parameters)
 Shows the Action's GUI when its parent ActionList / ActionListAsset uses parameters.
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.
override bool ConvertLocalVariableToGlobal (int oldLocalID, int newGlobalID)
 Converts the Action's references from a given local variable to a given global variable.
override bool ConvertGlobalVariableToLocal (int oldGlobalID, int newLocalID, bool isCorrectScene)
 Converts the Action's references from a given global variable to a given local variable.
override 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.
override 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.
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.
override bool ReferencesObjectOrID (GameObject gameObject, int id)
 Checks if the Action makes reference to a particular GameObject.
string GetTranslatableString (int index)
 Gets the text to be translated, given its index.
int GetTranslationID (int index)
 Gets the translation ID of a given text index.
void UpdateTranslatableString (int index, string updatedText)
int GetNumTranslatables ()
 Gets the maximum number of possible translatable texts.
bool HasExistingTranslation (int index)
 Checks if a given text index has already been assigned a unique translation ID.
void SetTranslationID (int index, int _lineID)
 Sets the translation ID of a given text index.
string GetOwner (int index)
 Gets the name of the translatable text's owner. In the case of speech text, it is the name of the character. In the case of menu element text, it is the name of the menu element.
bool OwnerIsPlayer (int index)
 Checks if the translatable text's owner is a Player. This is necessary for speech lines, since multiple player prefabs can feasibly share the same line.
AC_TextType GetTranslationType (int index)
 Gets the translation type of a given text index.
bool CanTranslate (int index)
 Checks if a given text index can and should be translated.
Public Member Functions inherited from AC.Action
 Action ()
virtual void Upgrade ()
virtual int GetNextOutputIndex ()
 Gets the index of the output socket to use after the Action has run.
void PrintComment (ActionList actionList, ActionListAsset actionListAsset=null)
 Prints the Action's comment, if applicable, to the Console.
void SetOutputs (ActionEnd[] actionEnds)
 Update the Action's output sockets.
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 ReferencesAsset (ActionListAsset actionListAsset)
virtual List< ActionListAssetGetReferencedActionListAssets ()
virtual bool ReferencesPlayer (int playerID=-1)
 Checks if the Action makes reference to a particular ActionList asset.
virtual void AssignValues ()
virtual void Reset (ActionList actionList)
 Resets any runtime values that are necessary to run the Action succesfully.
BoolValue AssignBoolean (List< ActionParameter > parameters, int _parameterID, BoolValue field)
 Replaces a boolean based on an ActionParameter, if appropriate.
int AssignInteger (List< ActionParameter > parameters, int _parameterID, int field)
 Replaces an integer based on an ActionParameter, if appropriate.
float AssignFloat (List< ActionParameter > parameters, int _parameterID, float field)
 Replaces a float based on an ActionParameter, if appropriate.
Transform AssignFile (List< ActionParameter > parameters, int _parameterID, int _constantID, Transform field)
 Replaces a Transform based on an ActionParameter or ConstantID instance, if appropriate.
Collider AssignFile (List< ActionParameter > parameters, int _parameterID, int _constantID, Collider field)
 Replaces a Collider based on an ActionParameter or ConstantID instance, if appropriate.
Rigidbody AssignFile (List< ActionParameter > parameters, int _parameterID, int _constantID, Rigidbody field)
 Replaces a Rigidbody based on an ActionParameter or ConstantID instance, if appropriate.
Rigidbody2D AssignFile (List< ActionParameter > parameters, int _parameterID, int _constantID, Rigidbody2D field)
 Replaces a Rigidbody2D based on an ActionParameter or ConstantID instance, if appropriate.
Object AssignObject< T > (List< ActionParameter > parameters, int _parameterID, Object field)
 Replaces a GameObject based on an ActionParameter or ConstantID instance, if appropriate.
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.
AssignFile< T > (int _constantID, T field)
 Replaces a generic Behaviour based on a ConstantID, if appropriate.
Transform AssignFile (int _constantID, Transform field)
 Replaces a Transform based on a ConstantID, if appropriate.
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.
void ResetLastResult ()
virtual void ResetAssetValues ()
void SetOutput (ActionEnd actionEnd)
 Update the Action's output socket.
virtual ActionMenuItem[] GetMenuItems ()

Static Public Member Functions

static ActionVarSet CreateNew_Global (int globalVariableID, int newValue)
 Creates a new instance of the 'Variable: Set' Action, set to update a Global integer variable.
static ActionVarSet CreateNew_Global (int globalVariableID, float newValue)
 Creates a new instance of the 'Variable: Set' Action, set to update a Global float variable.
static ActionVarSet CreateNew_Global (int globalVariableID, bool newValue)
 Creates a new instance of the 'Variable: Set' Action, set to update a Global boolean variable.
static ActionVarSet CreateNew_Global (int globalVariableID, Vector3 newValue)
 Creates a new instance of the 'Variable: Set' Action, set to update a Global Vector3 variable.
static ActionVarSet CreateNew_Global (int globalVariableID, string newValue)
 Creates a new instance of the 'Variable: Set' Action, set to update a Global string variable.
static ActionVarSet CreateNew_Local (int localVariableID, int newValue)
 Creates a new instance of the 'Variable: Set' Action, set to update a Local integer variable.
static ActionVarSet CreateNew_Local (int localVariableID, float newValue)
 Creates a new instance of the 'Variable: Set' Action, set to update a Local float variable.
static ActionVarSet CreateNew_Local (int localVariableID, bool newValue)
 Creates a new instance of the 'Variable: Set' Action, set to update a Local bool variable.
static ActionVarSet CreateNew_Local (int localVariableID, Vector3 newValue)
 Creates a new instance of the 'Variable: Set' Action, set to update a Local Vector3 variable.
static ActionVarSet CreateNew_Local (int localVariableID, string newValue)
 Creates a new instance of the 'Variable: Set' Action, set to update a Local string variable.
static ActionVarSet CreateNew_Component (Variables variables, int componentVariableID, int newValue)
 Creates a new instance of the 'Variable: Set' Action, set to update a Component integer variable.
static ActionVarSet CreateNew_Component (Variables variables, int componentVariableID, float newValue)
 Creates a new instance of the 'Variable: Set' Action, set to update a Component float variable.
static ActionVarSet CreateNew_Component (Variables variables, int componentVariableID, bool newValue)
 Creates a new instance of the 'Variable: Set' Action, set to update a Component boolean variable.
static ActionVarSet CreateNew_Component (Variables variables, int componentVariableID, Vector3 newValue)
 Creates a new instance of the 'Variable: Set' Action, set to update a Component Vector3 variable.
static ActionVarSet CreateNew_Component (Variables variables, int componentVariableID, string newValue)
 Creates a new instance of the 'Variable: Set' Action, set to update a Component string variable.
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 int ChoosePlayerGUI (int _playerID, bool includeActiveOption=false, string label="Player:")
static ActionEnd GenerateStopActionEnd ()
static T CreateNew< T > ()
static Action CreateNew (string className)
static void EditSource (Action _action)

Public Attributes

SetVarMethod setVarMethod
SetVarMethodString setVarMethodString = SetVarMethodString.EnteredHere
SetVarMethodIntBool setVarMethodIntBool = SetVarMethodIntBool.EnteredHere
SetVarMethodVector setVarMethodVector = SetVarMethodVector.SetValue
int parameterID = -1
int variableID
int setParameterID = -1
int slotNumber = 0
int slotNumberParameterID = -1
bool slotAccountsForOffset = false
bool doLoop = false
int intValue
float floatValue
BoolValue boolValue
string stringValue
string formula
Vector3 vector3Value
GameObject gameObjectValue
Object unityObjectValue
bool preProcessTokens = true
int lineID = -1
VariableLocation location
string menuName
string elementName
Animator animator
string parameterName
Variables variables
int variablesConstantID = 0
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 Member Functions

void SetVariable (GVar var, VariableLocation location, bool doSkip)
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)
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.
GameObject AssignFile (int _constantID, GameObject field)
 Replaces a GameObject based on a ConstantID, if appropriate.
virtual string GetSocketLabel (int i)
ActionEnd GenerateActionEnd (ResultAction _resultAction, ActionListAsset _linkedAsset, Cutscene _linkedCutscene, int _skipAction, Action _skipActionActual, List< Action > _actions)

Protected Attributes

LocalVariables localVariables
GVar runtimeVariable
Variables runtimeVariables
string runtimeStringValue
GameObject runtimeGameObjectValue
Object runtimeUnityObjectValue
VariableType placeholderType
int placeholderPopUpLabelDataID = -1
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.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

Member Function Documentation

◆ AssignConstantIDs()

override void AC.ActionVarSet.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.

◆ AssignParentList()

override void AC.ActionVarSet.AssignParentList ( ActionList actionList)
virtual

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.

Parameters
actionListThe ActionList that the Action is contained in

Reimplemented from AC.Action.

◆ AssignValues()

override void AC.ActionVarSet.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.

◆ CanTranslate()

bool AC.ActionVarSet.CanTranslate ( int index)

Checks if a given text index can and should be translated.

Parameters
indexThe index of the translatable text
Returns
True if the text can and should be translated

Implements AC.ITranslatable.

◆ ConvertGlobalVariableToLocal()

override bool AC.ActionVarSet.ConvertGlobalVariableToLocal ( int oldGlobalID,
int newLocalID,
bool isCorrectScene )
virtual

Converts the Action's references from a given global variable to a given local variable.

Parameters
oldGlobalIDThe ID number of the old global variable
newLocalIDThe ID number of the new local variable
isCorrectSceneIf True, the local variable is in the same scene as this ActionList. Otherwise, no change will made, but the return value will be the same
Returns
True if the Action is affected

Reimplemented from AC.Action.

◆ ConvertLocalVariableToGlobal()

override bool AC.ActionVarSet.ConvertLocalVariableToGlobal ( int oldLocalID,
int newGlobalID )
virtual

Converts the Action's references from a given local variable to a given global variable.

Parameters
oldLocalIDThe ID number of the old local variable
newGlobalIDThe ID number of the new global variable
Returns
True if the Action was amended

Reimplemented from AC.Action.

◆ CreateNew_Component() [1/5]

ActionVarSet AC.ActionVarSet.CreateNew_Component ( Variables variables,
int componentVariableID,
bool newValue )
static

Creates a new instance of the 'Variable: Set' Action, set to update a Component boolean variable.

Parameters
variablesThe associated Variables component
componentVariableIDThe ID number of the variable
newValueThe variable's new value
Returns
The generated Action

◆ CreateNew_Component() [2/5]

ActionVarSet AC.ActionVarSet.CreateNew_Component ( Variables variables,
int componentVariableID,
float newValue )
static

Creates a new instance of the 'Variable: Set' Action, set to update a Component float variable.

Parameters
variablesThe associated Variables component
componentVariableIDThe ID number of the variable
newValueThe variable's new value
Returns
The generated Action

◆ CreateNew_Component() [3/5]

ActionVarSet AC.ActionVarSet.CreateNew_Component ( Variables variables,
int componentVariableID,
int newValue )
static

Creates a new instance of the 'Variable: Set' Action, set to update a Component integer variable.

Parameters
variablesThe associated Variables component
componentVariableIDThe ID number of the variable
newValueThe variable's new value
Returns
The generated Action

◆ CreateNew_Component() [4/5]

ActionVarSet AC.ActionVarSet.CreateNew_Component ( Variables variables,
int componentVariableID,
string newValue )
static

Creates a new instance of the 'Variable: Set' Action, set to update a Component string variable.

Parameters
variablesThe associated Variables component
componentVariableIDThe ID number of the variable
newValueThe variable's new value
Returns
The generated Action

◆ CreateNew_Component() [5/5]

ActionVarSet AC.ActionVarSet.CreateNew_Component ( Variables variables,
int componentVariableID,
Vector3 newValue )
static

Creates a new instance of the 'Variable: Set' Action, set to update a Component Vector3 variable.

Parameters
variablesThe associated Variables component
componentVariableIDThe ID number of the variable
newValueThe variable's new value
Returns
The generated Action

◆ CreateNew_Global() [1/5]

ActionVarSet AC.ActionVarSet.CreateNew_Global ( int globalVariableID,
bool newValue )
static

Creates a new instance of the 'Variable: Set' Action, set to update a Global boolean variable.

Parameters
globalVariableIDThe ID number of the variable
newValueThe variable's new value
Returns
The generated Action

◆ CreateNew_Global() [2/5]

ActionVarSet AC.ActionVarSet.CreateNew_Global ( int globalVariableID,
float newValue )
static

Creates a new instance of the 'Variable: Set' Action, set to update a Global float variable.

Parameters
globalVariableIDThe ID number of the variable
newValueThe variable's new value
Returns
The generated Action

◆ CreateNew_Global() [3/5]

ActionVarSet AC.ActionVarSet.CreateNew_Global ( int globalVariableID,
int newValue )
static

Creates a new instance of the 'Variable: Set' Action, set to update a Global integer variable.

Parameters
globalVariableIDThe ID number of the variable
newValueThe variable's new value
Returns
The generated Action

◆ CreateNew_Global() [4/5]

ActionVarSet AC.ActionVarSet.CreateNew_Global ( int globalVariableID,
string newValue )
static

Creates a new instance of the 'Variable: Set' Action, set to update a Global string variable.

Parameters
globalVariableIDThe ID number of the variable
newValueThe variable's new value
Returns
The generated Action

◆ CreateNew_Global() [5/5]

ActionVarSet AC.ActionVarSet.CreateNew_Global ( int globalVariableID,
Vector3 newValue )
static

Creates a new instance of the 'Variable: Set' Action, set to update a Global Vector3 variable.

Parameters
globalVariableIDThe ID number of the variable
newValueThe variable's new value
Returns
The generated Action

◆ CreateNew_Local() [1/5]

ActionVarSet AC.ActionVarSet.CreateNew_Local ( int localVariableID,
bool newValue )
static

Creates a new instance of the 'Variable: Set' Action, set to update a Local bool variable.

Parameters
localVariableIDThe ID number of the variable
newValueThe variable's new value
Returns
The generated Action

◆ CreateNew_Local() [2/5]

ActionVarSet AC.ActionVarSet.CreateNew_Local ( int localVariableID,
float newValue )
static

Creates a new instance of the 'Variable: Set' Action, set to update a Local float variable.

Parameters
localVariableIDThe ID number of the variable
newValueThe variable's new value
Returns
The generated Action

◆ CreateNew_Local() [3/5]

ActionVarSet AC.ActionVarSet.CreateNew_Local ( int localVariableID,
int newValue )
static

Creates a new instance of the 'Variable: Set' Action, set to update a Local integer variable.

Parameters
localVariableIDThe ID number of the variable
newValueThe variable's new value
Returns
The generated Action

◆ CreateNew_Local() [4/5]

ActionVarSet AC.ActionVarSet.CreateNew_Local ( int localVariableID,
string newValue )
static

Creates a new instance of the 'Variable: Set' Action, set to update a Local string variable.

Parameters
localVariableIDThe ID number of the variable
newValueThe variable's new value
Returns
The generated Action

◆ CreateNew_Local() [5/5]

ActionVarSet AC.ActionVarSet.CreateNew_Local ( int localVariableID,
Vector3 newValue )
static

Creates a new instance of the 'Variable: Set' Action, set to update a Local Vector3 variable.

Parameters
localVariableIDThe ID number of the variable
newValueThe variable's new value
Returns
The generated Action

◆ GetNumTranslatables()

int AC.ActionVarSet.GetNumTranslatables ( )

Gets the maximum number of possible translatable texts.

Returns
The maximum number of possible translatable texts.

Implements AC.ITranslatable.

◆ GetNumVariableReferences()

override int AC.ActionVarSet.GetNumVariableReferences ( VariableLocation location,
int varID,
List< ActionParameter > parameters,
Variables variables = null,
int variablesConstantID = 0 )
virtual

Gets the number of references the Action makes to a variable.

Parameters
locationThe variable's location (Global, Local)
varIDThe variable's ID number
parametersThe List of ActionParameters associated with the ActionList that contains the Action
variablesThe Variables component, if location = VariableLocation.Component
Returns
The number of references the Action makes to the variable

Reimplemented from AC.Action.

◆ GetOwner()

string AC.ActionVarSet.GetOwner ( int index)

Gets the name of the translatable text's owner. In the case of speech text, it is the name of the character. In the case of menu element text, it is the name of the menu element.

Parameters
indexThe index of the translatable text
Returns
The name of the translatable text's owner.

Implements AC.ITranslatable.

◆ GetTranslatableString()

string AC.ActionVarSet.GetTranslatableString ( int index)

Gets the text to be translated, given its index.

Parameters
indexThe index of the translatable text
Returns
The text to be translated

Implements AC.ITranslatable.

◆ GetTranslationID()

int AC.ActionVarSet.GetTranslationID ( int index)

Gets the translation ID of a given text index.

Parameters
indexThe index of the translatable text
Returns
The translation ID of the text

Implements AC.ITranslatable.

◆ GetTranslationType()

AC_TextType AC.ActionVarSet.GetTranslationType ( int index)

Gets the translation type of a given text index.

Parameters
indexThe index of the translatable text
Returns
The translation type of a given text index.

Implements AC.ITranslatable.

◆ HasExistingTranslation()

bool AC.ActionVarSet.HasExistingTranslation ( int index)

Checks if a given text index has already been assigned a unique translation ID.

Parameters
indexThe index of the translatable text
Returns
True if the text has been assigned a unique translation ID

Implements AC.ITranslatable.

◆ OwnerIsPlayer()

bool AC.ActionVarSet.OwnerIsPlayer ( int index)

Checks if the translatable text's owner is a Player. This is necessary for speech lines, since multiple player prefabs can feasibly share the same line.

Parameters
indexThe index of the translatable text
Returns
True if the translatable text's owner is a Player.

Implements AC.ITranslatable.

◆ ReferencesObjectOrID()

override bool AC.ActionVarSet.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.

◆ Run()

override float AC.ActionVarSet.Run ( )
virtual

Runs the Action.

Returns
The time, in seconds, to wait before ActionList calls this function again. If 0, then the Action will not be re-run. If >0, and isRunning = True, then the Action will be re-run isRunning = False

Reimplemented from AC.Action.

◆ SetLabel()

override string AC.ActionVarSet.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.

◆ SetTranslationID()

void AC.ActionVarSet.SetTranslationID ( int index,
int lineID )

Sets the translation ID of a given text index.

Parameters
indexThe index of the translatable text
lineIDThe new translation ID to assign the translatable text

Implements AC.ITranslatable.

◆ ShowGUI()

override void AC.ActionVarSet.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.

◆ Skip()

override void AC.ActionVarSet.Skip ( )
virtual

Runs the Action instantaneously.

Reimplemented from AC.Action.

◆ UpdateTranslatableString()

void AC.ActionVarSet.UpdateTranslatableString ( int index,
string updatedText )

Implements AC.ITranslatable.

◆ UpdateVariableReferences()

override int AC.ActionVarSet.UpdateVariableReferences ( VariableLocation location,
int oldVarID,
int newVarID,
List< ActionParameter > parameters,
Variables variables = null,
int variablesConstantID = 0 )
virtual

Updated references the Action makes to a variable.

Parameters
locationThe variable's location (Global, Local)
oldVarIDThe variable's original ID number
newVarIDThe variable's new ID number
parametersThe List of ActionParameters associated with the ActionList that contains the Action
variablesThe Variables component, if location = VariableLocation.Component
Returns
The number of references the Action makes to the variable

Reimplemented from AC.Action.