Adventure Creator  1.68.3
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2018
AC.ActiveList Class Reference

Public Member Functions

 ActiveList ()
 
 ActiveList (ActionList _actionList, bool _inSkipQueue, int _startIndex)
 A Constructor More...
 
bool IsRunning ()
 Checks whether or not the associated ActionList is running. More...
 
bool IsConversationOverride ()
 Checks whether the class is used to override a Conversation's dialogue options within its own ActionList. More...
 
bool IsNecessary ()
 Checks whether the class contains any useful information. If not, the ActionListManager will delete it. More...
 
void ClearNecessity ()
 Clears any data that is causing the class to be deemed necessary.
 
void Reset (bool removeFromSkipQueue)
 Resets the associated ActionList. More...
 
bool CanResetSkipVars ()
 
void ShowGUI ()
 
bool IsFor (ActionList _actionList)
 Checks if the class is linked to a specific ActionList. More...
 
bool IsFor (ActionListAsset _actionListAsset)
 Checks if the class is linked to a specific ActionListAsset. More...
 
void Skip ()
 Skips the associated ActionList.
 
bool CanUnfreezePauseMenus ()
 Checks if the associated ActionList is capable of unfreezing pause Menus. More...
 
void SetConversationOverride (ActionConversation actionConversation)
 Resets the associated ActionList and records the index of an ActionConversation instance, if it is within the ActionList's list of Actions. More...
 
bool ResumeConversationOverride ()
 Attempts to resume a Conversation, if the associated ActionList overrides it's handling. More...
 
Conversation GetConversationOnEnd ()
 Gets the Conversation to run once the associated ActionList has finished running. More...
 
void RunConversation ()
 Runs the Conversation set to do so when the associated ActionList has finished.
 
void Resume (RuntimeActionList runtimeActionList=null, bool rerunPausedActions=false)
 Resumes the associated ActionList, if it had previously been paused. More...
 
void SetResumeIndices (int[] _resumeIndices)
 Records the Action indices that the associated ActionList was running before being paused. More...
 
string GetSaveData (SubScene subScene)
 Converts the class's data into a string that can be saved. More...
 
bool LoadData (string dataString, SubScene subScene=null)
 Restores the class's data from a saved string. More...
 

Public Attributes

ActionList actionList
 
ActionListAsset actionListAsset
 
int startIndex
 
bool inSkipQueue
 

Detailed Description

A container for data about ActionLists and ActionListAssets that have been run. It stores information about what to skip, pause-points and current parameter data.

Constructor & Destructor Documentation

◆ ActiveList() [1/2]

AC.ActiveList.ActiveList ( )

The default Constructor.

◆ ActiveList() [2/2]

AC.ActiveList.ActiveList ( ActionList  _actionList,
bool  _inSkipQueue,
int  _startIndex 
)

A Constructor

Parameters
_actionListThe ActionList that this class will store data for
_inSkipQueueWhether or not the ActionList will be skipped when 'EndCutscene' is triggered
_startIndexThe index of Actions within the ActionList that it starts from when run

Member Function Documentation

◆ CanUnfreezePauseMenus()

bool AC.ActiveList.CanUnfreezePauseMenus ( )

Checks if the associated ActionList is capable of unfreezing pause Menus.

Returns
True if the associated ActionList is capable of unfreezing pause Menus.

◆ GetConversationOnEnd()

Conversation AC.ActiveList.GetConversationOnEnd ( )

Gets the Conversation to run once the associated ActionList has finished running.

Returns
The Conversation to run once the assocated ActionList has finished running

◆ GetSaveData()

string AC.ActiveList.GetSaveData ( SubScene  subScene)

Converts the class's data into a string that can be saved.

Parameters
subSceneIf set, only data for a given subscene will be saved. If null, only data for the active scene will be saved
Returns
The class's data, converted to a string

◆ IsConversationOverride()

bool AC.ActiveList.IsConversationOverride ( )

Checks whether the class is used to override a Conversation's dialogue options within its own ActionList.

Returns
True if the class is used to override a Conversation's dialogue options within its own ActionList.

◆ IsFor() [1/2]

bool AC.ActiveList.IsFor ( ActionList  _actionList)

Checks if the class is linked to a specific ActionList.

Parameters
_actionListThe ActionList to check against
Returns
True if the class is linked to the ActionList

◆ IsFor() [2/2]

bool AC.ActiveList.IsFor ( ActionListAsset  _actionListAsset)

Checks if the class is linked to a specific ActionListAsset.

Parameters
_actionListAssetThe ActionListAsset to check against
Returns
True if the class is linked to the ActionListAsset

◆ IsNecessary()

bool AC.ActiveList.IsNecessary ( )

Checks whether the class contains any useful information. If not, the ActionListManager will delete it.

Returns
True if the class contains any useful information

◆ IsRunning()

bool AC.ActiveList.IsRunning ( )

Checks whether or not the associated ActionList is running.

Returns
True if the associated ActionList is running

◆ LoadData()

bool AC.ActiveList.LoadData ( string  dataString,
SubScene  subScene = null 
)

Restores the class's data from a saved string.

Parameters
dataThe saved string to restore from
subSceneIf set, only data for a given subscene will be loaded. If null, only data for the active scene will be loaded
Returns
True if the data was successfully restored

◆ Reset()

void AC.ActiveList.Reset ( bool  removeFromSkipQueue)

Resets the associated ActionList.

Parameters
removeFromSkipQueueIf True, then the associated ActionList will not be run when 'EndCutscene' is triggered

◆ Resume()

void AC.ActiveList.Resume ( RuntimeActionList  runtimeActionList = null,
bool  rerunPausedActions = false 
)

Resumes the associated ActionList, if it had previously been paused.

Parameters
runtimeActionListThe RuntimeActionList to re-associate the class with
rerunPausedActionsIf True, then any Actions that were midway-through running when the ActionList was paused will be restarted. Otherwise, the Actions that follow them will be reun instead.

◆ ResumeConversationOverride()

bool AC.ActiveList.ResumeConversationOverride ( )

Attempts to resume a Conversation, if the associated ActionList overrides it's handling.

Returns
True if the ActionList was overriding a Conversation

◆ SetConversationOverride()

void AC.ActiveList.SetConversationOverride ( ActionConversation  actionConversation)

Resets the associated ActionList and records the index of an ActionConversation instance, if it is within the ActionList's list of Actions.

Parameters
actionConversationThe ActionConversation to search for

◆ SetResumeIndices()

void AC.ActiveList.SetResumeIndices ( int []  _resumeIndices)

Records the Action indices that the associated ActionList was running before being paused.

Parameters
_resumeIndicesAn array of Action indices to run when the ActionList is resumed

◆ ShowGUI()

void AC.ActiveList.ShowGUI ( )

Shows some information about the associated ActionList, if it is running.

Member Data Documentation

◆ actionList

ActionList AC.ActiveList.actionList

The ActionList this references

◆ actionListAsset

ActionListAsset AC.ActiveList.actionListAsset

The ActionListAsset this references

◆ inSkipQueue

bool AC.ActiveList.inSkipQueue

Whether or not the ActionList this class references should be skipped when 'EndCutscene' is triggered.

◆ startIndex

int AC.ActiveList.startIndex

The index number of the Action to skip from