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Adventure Creator 1.84.3
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2024
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Additional Inherited Members | |
| Public Member Functions inherited from AC.ActionList | |
| void | Initialise () |
| virtual void | Interact () |
| void | RunFromIndex (int index) |
| Runs the Actions from a set point. | |
| void | Interact (int i, bool addToSkipQueue) |
| Runs the Actions from a set point. | |
| void | Skip () |
| void | Skip (int i) |
| Runs the Actions instantly, from a set point. | |
| bool | AreActionsRunning () |
| Checks if any Actions are currently being run. | |
| void | ResetList () |
| virtual void | Kill () |
| bool | IsSkippable () |
| Checks if the ActionListAsset is skippable. This is safer than just reading 'isSkippable', because it also accounts for actionListType - since ActionLists that run in the background cannot be skipped. | |
| List< Action > | GetActions () |
| Gets the List of Actions that this ActionList runs, regardless of source. | |
| ActionParameter | GetParameter (string label) |
| Gets a parameter of a given name. | |
| ActionParameter | GetParameter (int _ID) |
| Gets a parameter of a given ID number. | |
| void | Pause () |
| void | Resume (int _startIndex, int[] _resumeIndices, string _parameterData, bool rerunPreviousAction=false) |
| Resumes the ActionList. | |
| string | GetParameterData () |
| Gets the current ActionParameter values as a serializable string. | |
| void | SetParameterData (string dataString) |
| Assigns parameter values based on a string generated by the GetParameterData function. | |
| int | GetNumItemReferences (int itemID) |
| int | UpdateItemReferences (int oldItemID, int newItemID) |
| int | GetNumMenuReferences (string menuName, string elementName="") |
| int | GetNumVariableReferences (VariableLocation _location, int variableID, Variables _variables=null, int _variablesConstantID=0) |
| int | UpdateVariableReferences (VariableLocation _location, int oldVariableID, int newVariableID, Variables _variables=null, int _variablesConstantID=0) |
| int | GetNumDocumentReferences (int documentID) |
| int | UpdateDocumentReferences (int oldDocumentID, int newDocumentID) |
| int | GetNumObjectiveReferences (int objectiveID) |
| int | UpdateObjectiveReferences (int oldObjectiveID, int newObjectiveID) |
| bool | ReferencesAsset (ActionListAsset actionListAsset) |
| List< ActionListAsset > | GetReferencedActionListAssets () |
| bool | ActionModified (int index) |
| Static Public Member Functions inherited from AC.ActionList | |
| static AC.Action | GetDefaultAction () |
| Gets the default Action set within ActionsManager. | |
| Public Attributes inherited from AC.ActionList | |
| List< AC.Action > | actions = new List<AC.Action> () |
| bool | isSkippable = true |
| float | triggerTime = 0f |
| bool | autosaveAfter = false |
| ActionListType | actionListType = ActionListType.PauseGameplay |
| Conversation | conversation = null |
| ActionListAsset | assetFile |
| ActionListSource | source |
| bool | unfreezePauseMenus = true |
| bool | useParameters = false |
| List< ActionParameter > | parameters = new List<ActionParameter> () |
| int | tagID |
| bool | syncParamValues = true |
| List< ActionGroup > | groups = new List<ActionGroup> () |
| Static Public Attributes inherited from AC.ActionList | |
| static string | logSuffix |
| Protected Member Functions inherited from AC.ActionList | |
| virtual void | BeginActionList (int i, bool addToSkipQueue) |
| void | ProcessAction (int i) |
| void | CheckEndCutscene () |
| virtual void | ReturnLastResultToSource (int index, int i) |
| virtual void | FinishPause () |
| virtual void | PrintActionComment (Action action) |
| virtual void | AddResumeToManager (int startIndex) |
| Protected Attributes inherited from AC.ActionList | |
| bool | isSkipping = false |
| LayerMask | LayerHotspot |
| LayerMask | LayerOff |
| List< int > | resumeIndices = new List<int> () |
| bool | isChangingScene = false |
| Properties inherited from AC.ActionList | |
| int | NumParameters [get] |
| bool | IsSkipping [get] |
An ActionList that is run when a Conversation's dialogue option is clicked on, unless the Conversation has been overridden with the "Dialogue: Start conversation" Action.