Adventure Creator
1.79.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
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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. More... | |
void | Interact (int i, bool addToSkipQueue) |
Runs the Actions from a set point. More... | |
void | Skip () |
void | Skip (int i) |
Runs the Actions instantly, from a set point. More... | |
bool | AreActionsRunning () |
Checks if any Actions are currently being run. More... | |
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 More... | |
List< Action > | GetActions () |
Gets the List of Actions that this ActionList runs, regardless of source. More... | |
ActionParameter | GetParameter (string label) |
Gets a parameter of a given name. More... | |
ActionParameter | GetParameter (int _ID) |
Gets a parameter of a given ID number. More... | |
void | Pause () |
Pauses the ActionList once it has finished running it's current Action. More... | |
void | Resume (int _startIndex, int[] _resumeIndices, string _parameterData, bool rerunPreviousAction=false) |
Resumes the ActionList. More... | |
string | GetParameterData () |
Gets the current ActionParameter values as a serializable string. More... | |
void | SetParameterData (string dataString) |
Assigns parameter values based on a string generated by the GetParameterData function More... | |
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. More... | |
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 |
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 Hotspot is clicked on.