|  | Adventure Creator 1.84.3
    An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2024 | 
| Public Member Functions | |
| T | GetComponent< T > (int constantIDValue, bool prioritisePersistentOrMainScene=true) | 
| Gets a component in the Hierarchy that also has a ConstantID component on the same GameObject. | |
| T | GetComponent< T > (int constantIDValue, Scene scene, bool sceneOnlyPrioritises=false) | 
| Gets a component in the Hierarchy that also has a ConstantID component on the same GameObject. | |
| ConstantID | GetConstantID (int constantIDValue, Scene scene, bool sceneOnlyPrioritises=false) | 
| Gets a ConstantID component ID number, in a particular scene. | |
| HashSet< T > | GetComponents< T > (int constantIDValue) | 
| Gets all components in the Hierarchy that also have a ConstantID component on the same GameObject. | |
| HashSet< T > | GetComponents< T > (int constantIDValue, Scene scene) | 
| Gets all components of a particular type within the scene, with a given ConstantID number. | |
| HashSet< T > | GetComponents< T > (Scene scene) | 
| Gets all components of a given type within a scene. The components must have a ConstantID or Remember component attached in order to be included in the returned result. | |
| HashSet< T > | GetPersistentButNotPlayerComponents< T > () | 
| Gets all scene-surviving components of a particular type, provided that they are not associated with a Player character. | |
| ConstantID | GetConstantID (int constantIDValue, bool prioritisePersistentOrMainScene=true) | 
| Gets a ConstantID component in the Hierarchy. | |
| void | Register (ConstantID constantID) | 
| Registers a ConstantID component in the Hierarchy. | |
| void | Unregister (ConstantID constantID) | 
| Unregisters a ConstantID component. | |
| Properties | |
| HashSet< ConstantID > | ConstantIDs  [get] | 
| HashSet< ConstantID > | MenuConstantIDs  [get] | 
This script is used to store a record of all ConstantID components in the Hierarchy, as well as provide functions to retrieve them based on ID number.
| T AC.ConstantIDManager.GetComponent< T > | ( | int | constantIDValue, | 
| bool | prioritisePersistentOrMainScene = true ) | 
Gets a component in the Hierarchy that also has a ConstantID component on the same GameObject.
| constantIDValue | The Constant ID number generated by the ConstantID component | 
| prioritisePersistentOrMainScene | If True, then components in the main scene, or those that survive scene-changes, will be prioritised in the search | 
| T | : | Component | 
| T AC.ConstantIDManager.GetComponent< T > | ( | int | constantIDValue, | 
| Scene | scene, | ||
| bool | sceneOnlyPrioritises = false ) | 
Gets a component in the Hierarchy that also has a ConstantID component on the same GameObject.
| constantIDValue | The Constant ID number generated by the ConstantID component | 
| scene | The scene to search within for the component | 
| 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 | 
| HashSet< T > AC.ConstantIDManager.GetComponents< T > | ( | int | constantIDValue | ) | 
Gets all components in the Hierarchy that also have a ConstantID component on the same GameObject.
| constantIDValue | The Constant ID number generated by the ConstantID component | 
| T | : | Component | 
| HashSet< T > AC.ConstantIDManager.GetComponents< T > | ( | int | constantIDValue, | 
| Scene | scene ) | 
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 | 
| HashSet< T > AC.ConstantIDManager.GetComponents< T > | ( | Scene | scene | ) | 
Gets all components of a given type within a scene. The components must have a ConstantID or Remember component attached in order to be included in the returned result.
| scene | The scene to search | 
| T | : | Component | 
| ConstantID AC.ConstantIDManager.GetConstantID | ( | int | constantIDValue, | 
| bool | prioritisePersistentOrMainScene = true ) | 
Gets a ConstantID component in the Hierarchy.
| constantIDValue | The Constant ID number to search for | 
| prioritisePersistentOrMainScene | If True, then components in the main scene, or those that survive scene-changes, will be prioritised in the search | 
| ConstantID AC.ConstantIDManager.GetConstantID | ( | int | constantIDValue, | 
| Scene | scene, | ||
| bool | sceneOnlyPrioritises = false ) | 
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 | 
| HashSet< T > AC.ConstantIDManager.GetPersistentButNotPlayerComponents< T > | ( | ) | 
Gets all scene-surviving components of a particular type, provided that they are not associated with a Player character.
| T | : | Component | 
| void AC.ConstantIDManager.Register | ( | ConstantID | constantID | ) | 
Registers a ConstantID component in the Hierarchy.
| constantID | The ConstantID to register | 
| void AC.ConstantIDManager.Unregister | ( | ConstantID | constantID | ) | 
Unregisters a ConstantID component.
| constantID | The ConstantID to unregister | 
| 
 | get | 
All ConstantID components recorded
| 
 | get | 
All ConstantID components recorded that are part of Unity UI-based menus