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Adventure Creator 1.85.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2025
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Public Member Functions | |
| virtual void | OnSpawn () |
| virtual string | SaveData () |
| Serialises appropriate GameObject values into a string. Overriden by subclasses. | |
| void | SetManualID (int _id) |
| int | AssignInitialValue (bool forcePrefab=false) |
| Sets a new Constant ID number. | |
| 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. | |
| 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. | |
| static ConstantID | GetComponent (int constantIDValue) |
| Gets a ConstantID component in the Hierarchy with a given ID number. | |
| static HashSet< T > | GetComponents< T > (int constantIDValue, Scene scene) |
| Gets all components of a particular type within the scene, with a given ConstantID number. | |
| 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. | |
| static T | GetComponent< T > (int constantIDValue, Scene scene, bool sceneOnlyPrioritises=false) |
| Gets a component associated with a given ConstantID number, in a particular scene. | |
| static ConstantID | GetComponent (int constantIDValue, Scene scene, bool sceneOnlyPrioritises=false) |
| Gets a ConstantID component ID number, in a particular scene. | |
| 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 |
Initialises the component. This needs to be called if the object it is attached to is generated/spawned at runtime manually through code.
Reimplemented in AC.RememberTransform.
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virtual |
Serialises appropriate GameObject values into a string. Overriden by subclasses.
Reimplemented in AC.RememberActionListParameters, AC.RememberAnimator, AC.RememberCollider, AC.RememberContainer, AC.RememberConversation, AC.RememberFootstepSounds, AC.RememberGameCamera2DDrag, AC.RememberHotspot, AC.RememberMaterial, AC.RememberMoveable, AC.RememberName, AC.RememberNavMesh2D, AC.RememberNPC, AC.RememberParticleSystem, AC.RememberSceneItem, AC.RememberShapeable, AC.RememberSound, AC.RememberTimeline, AC.RememberTrack, AC.RememberTrigger, AC.RememberVariables, AC.RememberVideoPlayer, and AC.RememberVisibility.
| 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