Adventure Creator  1.66.8
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2018
AC.Button Class Reference

Public Member Functions

 Button ()
 
bool IsButtonModified ()
 Checks if any of the Button's values have been modified from their defaults. More...
 
void CopyButton (Button _button)
 Copies the values of another Button onto itself. More...
 

Public Attributes

Interaction interaction = null
 
ActionListAsset assetFile = null
 
GameObject customScriptObject = null
 
string customScriptFunction = ""
 
bool isDisabled = false
 
int invID = 0
 
int iconID = -1
 
SelectItemMode selectItemMode = SelectItemMode.Use
 
PlayerAction playerAction = PlayerAction.DoNothing
 
bool setProximity = false
 
float proximity = 1f
 
bool faceAfter = false
 
bool isBlocking = false
 
int parameterID = -1
 
int invParameterID = -1
 

Detailed Description

A data container for Hotspot interactions.

Constructor & Destructor Documentation

◆ Button()

AC.Button.Button ( )

The default Constructor.

Member Function Documentation

◆ CopyButton()

void AC.Button.CopyButton ( Button  _button)

Copies the values of another Button onto itself.

Parameters
_buttonThe Button to copies values from

◆ IsButtonModified()

bool AC.Button.IsButtonModified ( )

Checks if any of the Button's values have been modified from their defaults.

Returns
True if any of the Button's values have been modified from their defaults.

Member Data Documentation

◆ assetFile

ActionListAsset AC.Button.assetFile = null

The ActionListAsset to run, if the Hotspots's interactionSource = InteractionSource.AssetFile

◆ customScriptFunction

string AC.Button.customScriptFunction = ""

The name of the function to run, if the Hotspot's interactionSource = InteractionSource.CustomScript

◆ customScriptObject

GameObject AC.Button.customScriptObject = null

The GameObject with the custom script to run, if the Hotspot's interactionSource = InteractionSource.CustomScript

◆ faceAfter

bool AC.Button.faceAfter = false

If True, then the Player will face the Hotspot after reaching the Marker

◆ iconID

int AC.Button.iconID = -1

The ID number of the CursorIcon this interaction is associated with, if this is a "Use" interaction

◆ interaction

Interaction AC.Button.interaction = null

The Interaction ActionList to run, if the Hotspot's interactionSource = InteractionSource.InScene

◆ invID

int AC.Button.invID = 0

The ID number of the inventory item (InvItem) this interaction is associated with, if this is an "Inventory" interaction

◆ invParameterID

int AC.Button.invParameterID = -1

If >=0, The ID number of the InventoryItem ActionParameter in assetFile / interaction to set to the InvItem that was active when the Button was triggered

◆ isBlocking

bool AC.Button.isBlocking = false

If True, and playerAction = PlayerAction.WalkTo / WalkToMarker, then gameplay will be blocked while the Player moves

◆ isDisabled

bool AC.Button.isDisabled = false

If True, then the interaction is disabled and cannot be displayed or triggered

◆ parameterID

int AC.Button.parameterID = -1

If >=0, The ID number of the GameObject ActionParameter in assetFile / interaction to set to the Hotspot that the Button is a part of

◆ playerAction

PlayerAction AC.Button.playerAction = PlayerAction.DoNothing

What the Player prefab does after clicking the Hotspot, but before the Interaction itself is run (DoNothing, TurnToFace, WalkTo, WalkToMarker)

◆ proximity

float AC.Button.proximity = 1f

The proximity the Player must be within, if setProximity = True

◆ selectItemMode

SelectItemMode AC.Button.selectItemMode = SelectItemMode.Use

What kind of inventory interaction mode this responds to (Use, Give)

◆ setProximity

bool AC.Button.setProximity = false

If True, and playerAction = PlayerAction.WalkTo, then the Interaction will be run once the Player is within a certain distance of the Hotspot