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Adventure Creator
1.77.3
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
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Public Member Functions | |
Button () | |
Button (Button 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... | |
string | GetFullLabel (Hotspot _hotspot, InvInstance invInstance, int _language) |
override string | ToString () |
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 | doubleClickDoesNotSnapPlayerToMarker = false |
bool | setProximity = false |
float | proximity = 1f |
bool | faceAfter = false |
bool | isBlocking = false |
int | parameterID = -1 |
int | invParameterID = -1 |
A data container for Hotspot interactions.
AC.Button.Button | ( | ) |
The default Constructor.
void AC.Button.CopyButton | ( | Button | _button | ) |
bool AC.Button.IsButtonModified | ( | ) |
ActionListAsset AC.Button.assetFile = null |
The ActionListAsset to run, if the Hotspots's interactionSource = InteractionSource.AssetFile
string AC.Button.customScriptFunction = "" |
The name of the function to run, if the Hotspot's interactionSource = InteractionSource.CustomScript
GameObject AC.Button.customScriptObject = null |
The GameObject with the custom script to run, if the Hotspot's interactionSource = InteractionSource.CustomScript
bool AC.Button.doubleClickDoesNotSnapPlayerToMarker = false |
If True, and playerAction = PlayerAction.WalkToMarker, and the Hotspot's doubleClickingHotspot = DoubleClickingHotspot.TriggersInteractionInstantly, then the Player will snap to the Hotspot's Walk-to Marker when the Interaction is run through double-clicking
bool AC.Button.faceAfter = false |
int AC.Button.iconID = -1 |
The ID number of the CursorIcon this interaction is associated with, if this is a "Use" interaction
Interaction AC.Button.interaction = null |
The Interaction ActionList to run, if the Hotspot's interactionSource = InteractionSource.InScene
int AC.Button.invID = 0 |
The ID number of the inventory item (InvItem) this interaction is associated with, if this is an "Inventory" interaction
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
bool AC.Button.isBlocking = false |
If True, and playerAction = PlayerAction.WalkTo / WalkToMarker, then gameplay will be blocked while the Player moves
bool AC.Button.isDisabled = false |
If True, then the interaction is disabled and cannot be displayed or triggered
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 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)
float AC.Button.proximity = 1f |
The proximity the Player must be within, if setProximity = True
SelectItemMode AC.Button.selectItemMode = SelectItemMode.Use |
What kind of inventory interaction mode this responds to (Use, Give)
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