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Adventure Creator
1.81.2
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2024
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Public Member Functions | |
virtual string | SaveData () |
Serialises appropriate GameObject values into a string. Overriden by subclasses. More... | |
void | SetManualID (int _id) |
int | AssignInitialValue (bool forcePrefab=false) |
Sets a new Constant ID number. More... | |
void | SetNewID_Prefab () |
Static Public Member Functions | |
static HashSet< T > | GetComponents< T > (int constantIDValue) |
Gets all components in the Hierarchy that also have a ConstantID component on the same GameObject. More... | |
static T | GetComponent< T > (int constantIDValue, GameObject root=null) |
Gets a component in the Hierarchy that also has a ConstantID component on the same GameObject. More... | |
static ConstantID | GetComponent (int constantIDValue) |
Gets a ConstantID component in the Hierarchy with a given ID number. More... | |
static HashSet< T > | GetComponents< T > (int constantIDValue, Scene scene) |
Gets all components of a particular type within the scene, with a given ConstantID number. More... | |
static HashSet< T > | GetComponents< T > (Scene scene) |
Gets all components of a particular type within the scene. Only components with an associated ConstantID number will be returned. More... | |
static T | GetComponent< T > (int constantIDValue, Scene scene, bool sceneOnlyPrioritises=false) |
Gets a component associated with a given ConstantID number, in a particular scene More... | |
static ConstantID | GetComponent (int constantIDValue, Scene scene, bool sceneOnlyPrioritises=false) |
Gets a ConstantID component ID number, in a particular scene More... | |
static void | FindLocalReferences (MenuCommand command) |
static void | FindGlobalReferences (MenuCommand command) |
Public Attributes | |
int | constantID |
bool | retainInPrefab = false |
AutoManual | autoManual = AutoManual.Automatic |
This script is used by the Serialization classes to store a permanent ID of the gameObject (like InstanceID, only retained after reloading the project). To save a reference to an arbitrary object in a scene, this script must be attached to it.
int AC.ConstantID.AssignInitialValue | ( | bool | forcePrefab = false | ) |
Sets a new Constant ID number.
forcePrefab | If True, sets "retainInPrefab" to True. Otherwise, it will be determined by whether or not the component is part of an asset file. |
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static |
Gets a ConstantID component in the Hierarchy with a given ID number.
constantID | The ID number to search for |
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static |
Gets a ConstantID component ID number, in a particular scene
constantIDValue | The ID number to search for |
scene | The scene to search |
sceneOnlyPrioritises | If True, then the supplied scene is searched first, but all other scenes are then searched if no result is yet found |
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static |
Gets a component in the Hierarchy that also has a ConstantID component on the same GameObject.
constantID | The Constant ID number generated by the ConstantID component |
root | If provided, only components on this or children of this object will be searched |
T | : | Component |
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static |
Gets a component associated with a given ConstantID number, in a particular scene
constantIDValue | The ID number to search for |
scene | The scene to search |
sceneOnlyPrioritises | If True, then the supplied scene is searched first, but all other scenes are then searched if no result is yet found |
T | : | Component |
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static |
Gets all components in the Hierarchy that also have a ConstantID component on the same GameObject.
constantID | The Constant ID number generated by the ConstantID component |
T | : | Component |
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static |
Gets all components of a particular type within the scene, with a given ConstantID number.
constantIDValue | The ID number to search for |
scene | The scene to search |
T | : | Component |
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static |
Gets all components of a particular type within the scene. Only components with an associated ConstantID number will be returned.
scene | The scene to search |
T | : | Component |
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virtual |
Serialises appropriate GameObject values into a string. Overriden by subclasses.
Reimplemented in AC.RememberAnimator, AC.RememberVisibility, AC.RememberMoveable, AC.RememberHotspot, AC.RememberTrigger, AC.RememberNPC, AC.RememberCollider, AC.RememberTimeline, AC.RememberSound, AC.RememberSceneItem, AC.RememberVideoPlayer, AC.RememberMaterial, AC.RememberFootstepSounds, AC.RememberTrack, AC.RememberConversation, AC.RememberContainer, AC.RememberVariables, AC.RememberGameCamera2DDrag, AC.RememberNavMesh2D, AC.RememberParticleSystem, AC.RememberShapeable, AC.RememberName, and AC.RememberActionListParameters.
void AC.ConstantID.SetNewID_Prefab | ( | ) |
Sets a new Constant ID number for a prefab.
AutoManual AC.ConstantID.autoManual = AutoManual.Automatic |
Is the Constant ID set automatically or manually?
int AC.ConstantID.constantID |
The recorded Constant ID number
bool AC.ConstantID.retainInPrefab = false |
If True, prefabs will share the same Constant ID as their scene-based counterparts