Adventure Creator  1.75.0
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2019
AC.MenuCycle Class Reference
Inheritance diagram for AC.MenuCycle:
AC.MenuElement AC.ITranslatable

Public Member Functions

override void Declare ()
 
override MenuElement DuplicateSelf (bool fromEditor, bool ignoreUnityUI)
 Creates and returns a new MenuElement that has the same values as itself. More...
 
override void LoadUnityUI (AC.Menu _menu, Canvas canvas, bool addEventListeners=true)
 Initialises the linked Unity UI GameObject. More...
 
override RectTransform GetRectTransform (int _slot)
 Gets the boundary of the element, or a slot within it. More...
 
override void SetUIInteractableState (bool state)
 Sets the interactive state of any linked Unity UI gameobjects. More...
 
override void ShowGUI (Menu menu)
 
override bool CheckConvertGlobalVariableToLocal (int oldGlobalID, int newLocalID)
 Checks if the Element makes references from a given global variable to a given local variable More...
 
override int GetVariableReferences (int _varID)
 Gets the number of references the MenuElement makes to a global variable More...
 
override bool ReferencesAsset (ActionListAsset actionListAsset)
 Checks if the Menu makes reference to a particular ActionList asset More...
 
override bool ReferencesObjectOrID (GameObject gameObject, int id)
 Checks if the Element makes reference to a particular GameObject More...
 
override void PreDisplay (int _slot, int languageNumber, bool isActive)
 Performs all calculations necessary to display the element. More...
 
override void Display (GUIStyle _style, int _slot, float zoom, bool isActive)
 Draws the element using OnGUI. More...
 
override string GetLabel (int slot, int languageNumber)
 Gets the display text of the element, or a slot within it. More...
 
override bool IsSelectedByEventSystem (int slotIndex)
 Checks if the element is selected by Unity UI's EventSystem. More...
 
override bool ProcessClick (AC.Menu _menu, int _slot, MouseState _mouseState)
 Performs what should happen when the element is clicked on. More...
 
override void RecalculateSize (MenuSource source)
 Recalculates the element's size. This should be called whenever a Menu's shape is changed. More...
 
override void OnMenuTurnOn (Menu menu)
 Called whenever the Menu this is attached to is turned on. More...
 
string GetTranslatableString (int index)
 Gets the text to be translated, given its index. More...
 
int GetTranslationID (int index)
 Gets the translation ID of a given text index. More...
 
void UpdateTranslatableString (int index, string updatedText)
 
int GetNumTranslatables ()
 Gets the maximum number of possible translatable texts. More...
 
bool HasExistingTranslation (int index)
 Checks if a given text index has already been assigned a unique translation ID. More...
 
void SetTranslationID (int index, int _lineID)
 Sets the translation ID of a given text index More...
 
string GetOwner (int index)
 Gets the name of the translatable text's owner. In the case of speech text, it is the name of the character. In the case of menu element text, it is the name of the menu element. More...
 
bool OwnerIsPlayer (int index)
 Checks if the translatable text's owner is a Player. This is necessary for speech lines, since multiple player prefabs can feasibly share the same line. More...
 
AC_TextType GetTranslationType (int index)
 Gets the translation type of a given text index. More...
 
bool CanTranslate (int index)
 Checks if a given text index can and should be translated. More...
 
- Public Member Functions inherited from AC.MenuElement
virtual void Copy (MenuElement _element)
 Copies the values of another MenuElement onto itself. More...
 
virtual void Initialise (AC.Menu _menu)
 Performs any initialisation that can only be done once the element has been instantiated at runtime. More...
 
virtual bool ProcessContinuousClick (AC.Menu _menu, MouseState _mouseState)
 Performs what should happen when the element is clicked on continuously. More...
 
virtual GameObject GetObjectToSelect (int slotIndex=0)
 Gets the linked Unity UI GameObject associated with this element. More...
 
virtual void SetSpeech (Speech _speech)
 Assigns the element to a specific Speech line. More...
 
virtual void ClearSpeech ()
 
void UpdateID (int[] idArray)
 Updates the ID number to something unique. More...
 
void UpdateLabel (int languageNumber)
 
void ShowGUIStart (Menu menu)
 
virtual void HideAllUISlots ()
 
virtual string GetHotspotLabelOverride (int _slot, int _language)
 Gets a string that overrides the default 'hotspot label'. More...
 
virtual void DrawOutline (bool isSelected, AC.Menu _menu)
 Draws an outline around the element. More...
 
Vector2[] GetSlotCentres (AC.Menu _menu)
 Gets the element's slot centres, as an array of Vector2s. This is used when keyboard-navigating menus More...
 
virtual void Shift (AC_ShiftInventory shiftType, int amount)
 Shifts which slots are on display, if the number of slots the element has exceeds the number of slots it can show at once. More...
 
virtual bool CanBeShifted (AC_ShiftInventory shiftType)
 Checks if the element's slots can be shifted in a particular direction. More...
 
Vector2 GetSize ()
 Gets the size of the whole element. More...
 
Vector2 GetSizeFromCorner ()
 Gets the Vector2 from the top-left corner of the parent Menu to the bottom-right corner of the element. More...
 
void SetSize (Vector2 _size)
 Sets the size of an individual slot. More...
 
int GetNumSlots ()
 Gets the number of display slots the element has. This is not the maximum number of slots that can be shown by shifting - it is the number of slots that are shown at any one time. More...
 
Rect GetSlotRectRelative (int _slot)
 Gets the boundary of a slot, as a proportion of the screen size. More...
 
int GetFontSize ()
 Gets the size of the font. More...
 
void SetPosition (Vector2 _position)
 Sets the element's position. More...
 
void SetRelativePosition (Vector2 _size)
 
void ResetDragOffset ()
 
void SetDragOffset (Vector2 pos, Rect dragRect)
 Offsets an OnGUI MenuElement's position when dragged by a MenuDrag element. More...
 
Vector2 GetDragStart ()
 Gets the drag offset. More...
 
void AutoSetVisibility ()
 
virtual AudioClip GetHoverSound (int slot)
 Gets the hover sound for the element slot. More...
 
int GetOffset ()
 Gets the amount by which the slots have been offset, if the number that can be shown exceeds the number that can be display at once. More...
 
void SetOffset (int value)
 Sets the amount by which the slots have been offset, if the number that can be shown exceeds the number that can be display at once. More...
 
string GetVisibilitySaveData ()
 

Public Attributes

UnityEngine.UI.Button uiButton
 
Dropdown uiDropdown
 
ActionListAsset actionListOnClick = null
 
string label = "Element"
 
string labelSuffix = defaultLabelSuffix
 
TextEffects textEffects
 
float outlineSize = 2f
 
TextAnchor anchor
 
int selected
 
List< string > optionsArray = new List<string>()
 
AC_CycleType cycleType
 
SplitLanguageType splitLanguageType = SplitLanguageType.TextAndVoice
 
int varID
 
UISelectableHideStyle uiSelectableHideStyle = UISelectableHideStyle.DisableObject
 
CycleUIBasis cycleUIBasis = CycleUIBasis.Button
 
Texture2D[] optionTextures = new Texture2D[0]
 
bool rightClickGoesBack = false
 
- Public Attributes inherited from AC.MenuElement
int ID
 
string title = "Element"
 
Vector2 slotSize
 
AC_SizeType sizeType
 
AC_PositionType2 positionType
 
float slotSpacing = 0f
 
int lineID = -1
 
string alternativeInputButton = ""
 
Font font
 
float fontScaleFactor = 60f
 
Color fontColor = Color.white
 
Color fontHighlightColor = Color.white
 
bool isClickable
 
ElementOrientation orientation = ElementOrientation.Vertical
 
int gridWidth = 3
 
Texture2D backgroundTexture
 
bool singleSlotBackgrounds = false
 
Texture2D highlightTexture
 
AudioClip hoverSound
 
AudioClip clickSound
 
bool changeCursor = false
 
int cursorID = 0
 
int linkedUiID
 
float maxAutoWidthFactor = 0.5f
 

Protected Member Functions

override void ShowTextGUI (string apiPrefix)
 
override string GetLabelToTranslate ()
 
override void AutoSize ()
 
- Protected Member Functions inherited from AC.MenuElement
void CreateUIEvent (UnityEngine.UI.Button uiButton, AC.Menu _menu, UIPointerState uiPointerState=UIPointerState.PointerClick, int _slotIndex=0, bool liveState=true)
 
void CreateHoverSoundHandler (Selectable selectable, AC.Menu _menu, int _slotIndex=0)
 
virtual void ProcessClickUI (AC.Menu _menu, int _slot, MouseState _mouseState)
 
void ClearCache ()
 
string TranslateLabel (int languageNumber)
 
virtual void ShowTextureGUI (string apiPrefix)
 
void EndGUI (string apiPrefix)
 
void ShowClipHelp ()
 
LinkedUiGUI< T > (T field, string label, MenuSource source, string tooltip="")
 
UISlot[] ResizeUISlots (UISlot[] uiSlots, int maxSlots)
 
void ChangeCursorGUI (Menu menu)
 
void LimitUISlotVisibility (UISlot[] uiSlots, int _numSlots, UIHideStyle uiHideStyle, Texture emptyTexture=null)
 
void LimitUISlotVisibility (UISlot[] uiSlots, int _numSlots, UISelectableHideStyle uiHideStyle)
 
Rect ZoomRect (Rect rect, float zoom)
 
void LimitOffset ()
 
void Shift (AC_ShiftInventory shiftType, int maxSlots, int arraySize, int amount)
 
void SetAbsoluteSize (Vector2 _size)
 
void AutoSize (GUIContent content)
 
LinkUIElement< T > (Canvas canvas)
 
void UpdateUISelectable< T > (T field, UISelectableHideStyle uiSelectableHideStyle)
 
void UpdateUIElement< T > (T field)
 
void ClearSpriteCache (UISlot[] uiSlots)
 
void SetUISlotsInteractableState (UISlot[] uiSlots, bool state)
 

Additional Inherited Members

- Protected Attributes inherited from AC.MenuElement
bool isVisible = true
 
int offset = 0
 
Menu parentMenu
 
Rect relativeRect
 
Vector2 relativePosition
 
int numSlots
 
- Properties inherited from AC.MenuElement
virtual bool IsVisible [get, set]
 
virtual int MaxSlotsForOffset [get]
 
Menu ParentMenu [get]
 

Detailed Description

A MenuElement that displays different text each time it is clicked on. The index number of the text array it displays can be linked to a Global Variable (GVar), a custom script, or the game's current language.

Member Function Documentation

◆ CanTranslate()

bool AC.MenuCycle.CanTranslate ( int  index)

Checks if a given text index can and should be translated.

Parameters
indexThe index of the translatable text
Returns
True if the text can and should be translated

Implements AC.ITranslatable.

◆ CheckConvertGlobalVariableToLocal()

override bool AC.MenuCycle.CheckConvertGlobalVariableToLocal ( int  oldGlobalID,
int  newLocalID 
)
virtual

Checks if the Element makes references from a given global variable to a given local variable

Parameters
oldGlobalIDThe ID number of the old global variable
newLocalIDThe ID number of the new local variable
Returns
True if the Element was affected

Reimplemented from AC.MenuElement.

◆ Declare()

override void AC.MenuCycle.Declare ( )
virtual

Initialises the MenuElement when it is created within MenuManager.

Reimplemented from AC.MenuElement.

◆ Display()

override void AC.MenuCycle.Display ( GUIStyle  _style,
int  _slot,
float  zoom,
bool  isActive 
)
virtual

Draws the element using OnGUI.

Parameters
_styleThe GUIStyle to draw with
_slotThe index number of the slot to display
zoomThe zoom factor
isActiveIf True, then the element will be drawn as though highlighted

Reimplemented from AC.MenuElement.

◆ DuplicateSelf()

override MenuElement AC.MenuCycle.DuplicateSelf ( bool  fromEditor,
bool  ignoreUnityUI 
)
virtual

Creates and returns a new MenuElement that has the same values as itself.

Parameters
fromEditorIf True, the duplication was done within the Menu Manager and not as part of the gameplay initialisation.
ignoreUnityUIIf True, variables associated with Unity UI will not be transferred
Returns
A new MenuElement with the same values as itself

Reimplemented from AC.MenuElement.

◆ GetLabel()

override string AC.MenuCycle.GetLabel ( int  slot,
int  languageNumber 
)
virtual

Gets the display text of the element, or a slot within it.

Parameters
slotThe index number of the slot to get text for
languageNumberThe index number of the language number to get the text in
Returns
The display text of the element's slot, or the whole element if it only has one slot

Reimplemented from AC.MenuElement.

◆ GetNumTranslatables()

int AC.MenuCycle.GetNumTranslatables ( )

Gets the maximum number of possible translatable texts.

Returns
The maximum number of possible translatable texts.

Implements AC.ITranslatable.

◆ GetOwner()

string AC.MenuCycle.GetOwner ( int  index)

Gets the name of the translatable text's owner. In the case of speech text, it is the name of the character. In the case of menu element text, it is the name of the menu element.

Parameters
indexThe index of the translatable text
Returns
The name of the translatable text's owner.

Implements AC.ITranslatable.

◆ GetRectTransform()

override RectTransform AC.MenuCycle.GetRectTransform ( int  _slot)
virtual

Gets the boundary of the element, or a slot within it.

Parameters
_slotThe index number of the slot to get the boundary of
Returns
The boundary Rect of the slot. If the element doesn't have multiple slots, the boundary of the whole element will be returned.

Reimplemented from AC.MenuElement.

◆ GetTranslatableString()

string AC.MenuCycle.GetTranslatableString ( int  index)

Gets the text to be translated, given its index.

Parameters
indexThe index of the translatable text
Returns
The text to be translated

Implements AC.ITranslatable.

◆ GetTranslationID()

int AC.MenuCycle.GetTranslationID ( int  index)

Gets the translation ID of a given text index.

Parameters
indexThe index of the translatable text
Returns
The translation ID of the text

Implements AC.ITranslatable.

◆ GetTranslationType()

AC_TextType AC.MenuCycle.GetTranslationType ( int  index)

Gets the translation type of a given text index.

Parameters
indexThe index of the translatable text
Returns
The translation type of a given text index.

Implements AC.ITranslatable.

◆ GetVariableReferences()

override int AC.MenuCycle.GetVariableReferences ( int  varID)
virtual

Gets the number of references the MenuElement makes to a global variable

Parameters
varIDThe global variable's ID number
Returns
The number of references the MenuElement makes to the variable

Reimplemented from AC.MenuElement.

◆ HasExistingTranslation()

bool AC.MenuCycle.HasExistingTranslation ( int  index)

Checks if a given text index has already been assigned a unique translation ID.

Parameters
indexThe index of the translatable text
Returns
True if the text has been assigned a unique translation ID

Implements AC.ITranslatable.

◆ IsSelectedByEventSystem()

override bool AC.MenuCycle.IsSelectedByEventSystem ( int  slotIndex)
virtual

Checks if the element is selected by Unity UI's EventSystem.

Parameters
slotIndexThe element's slot index, if it has multiple slots
Returns
True if the element is selected by Unity UI's EventSystem.

Reimplemented from AC.MenuElement.

◆ LoadUnityUI()

override void AC.MenuCycle.LoadUnityUI ( AC.Menu  _menu,
Canvas  canvas,
bool  addEventListeners = true 
)
virtual

Initialises the linked Unity UI GameObject.

Parameters
_menuThe element's parent Menu
canvasThe runtime Canvas associated with the Menu
addEventListenersIf True, then event listeners should be added to the UI's Interactive component(s)

Reimplemented from AC.MenuElement.

◆ OnMenuTurnOn()

override void AC.MenuCycle.OnMenuTurnOn ( Menu  menu)
virtual

Called whenever the Menu this is attached to is turned on.

Parameters
menuThe Menu this is attached to

Reimplemented from AC.MenuElement.

◆ OwnerIsPlayer()

bool AC.MenuCycle.OwnerIsPlayer ( int  index)

Checks if the translatable text's owner is a Player. This is necessary for speech lines, since multiple player prefabs can feasibly share the same line.

Parameters
indexThe index of the translatable text
Returns
True if the translatable text's owner is a Player.

Implements AC.ITranslatable.

◆ PreDisplay()

override void AC.MenuCycle.PreDisplay ( int  _slot,
int  languageNumber,
bool  isActive 
)
virtual

Performs all calculations necessary to display the element.

Parameters
_slotThe index number of the slot to display
languageNumberThe index number of the language to display text in
isActiveIf True, then the element will be drawn as though highlighted

Reimplemented from AC.MenuElement.

◆ ProcessClick()

override bool AC.MenuCycle.ProcessClick ( AC.Menu  _menu,
int  _slot,
MouseState  _mouseState 
)
virtual

Performs what should happen when the element is clicked on.

Parameters
_menuThe element's parent Menu
_slotThe index number of the slot that was clicked on
_mouseStateThe state of the mouse button
Returns
True if the click had an effect, and so should be consumed

Reimplemented from AC.MenuElement.

◆ RecalculateSize()

override void AC.MenuCycle.RecalculateSize ( MenuSource  source)
virtual

Recalculates the element's size. This should be called whenever a Menu's shape is changed.

Parameters
sourceHow the parent Menu is displayed (AdventureCreator, UnityUiPrefab, UnityUiInScene)

Reimplemented from AC.MenuElement.

◆ ReferencesAsset()

override bool AC.MenuCycle.ReferencesAsset ( ActionListAsset  actionListAsset)
virtual

Checks if the Menu makes reference to a particular ActionList asset

Parameters
actionListAssetThe ActionList to check for
Returns
True if the Menu references the ActionList

Reimplemented from AC.MenuElement.

◆ ReferencesObjectOrID()

override bool AC.MenuCycle.ReferencesObjectOrID ( GameObject  gameObject,
int  id 
)
virtual

Checks if the Element makes reference to a particular GameObject

Parameters
gameObjectThe GameObject to check for
idThe GameObject's associated ConstantID value
Returns
True if the Element references the GameObject

Reimplemented from AC.MenuElement.

◆ SetTranslationID()

void AC.MenuCycle.SetTranslationID ( int  index,
int  lineID 
)

Sets the translation ID of a given text index

Parameters
indexThe index of the translatable text
lineIDThe new translation ID to assign the translatable text

Implements AC.ITranslatable.

◆ SetUIInteractableState()

override void AC.MenuCycle.SetUIInteractableState ( bool  state)
virtual

Sets the interactive state of any linked Unity UI gameobjects.

Parameters
stateIf True, linked UI gameobjects will be made interactive. If False, they will be made non-interactive

Reimplemented from AC.MenuElement.

Member Data Documentation

◆ actionListOnClick

ActionListAsset AC.MenuCycle.actionListOnClick = null

The ActionListAsset to run when the element is clicked on

◆ anchor

TextAnchor AC.MenuCycle.anchor

The text alignment

◆ cycleType

AC_CycleType AC.MenuCycle.cycleType

What the text links to (CustomScript, GlobalVariable, Language)

◆ cycleUIBasis

CycleUIBasis AC.MenuCycle.cycleUIBasis = CycleUIBasis.Button

What kind of UI element the Cycle is linked to, if the Menu's Source is UnityUiPrefab or UnityUiInScene (Button, Dropdown)

◆ label

string AC.MenuCycle.label = "Element"

The text that's displayed on-screen, which prefixes the varying text

◆ labelSuffix

string AC.MenuCycle.labelSuffix = defaultLabelSuffix

A string to append to the label, before the value

◆ optionsArray

List<string> AC.MenuCycle.optionsArray = new List<string>()

An array of texts that the element can show one at a time

◆ optionTextures

Texture2D [] AC.MenuCycle.optionTextures = new Texture2D[0]

An array of textures to replace the background according to the current choice (optional)

◆ outlineSize

float AC.MenuCycle.outlineSize = 2f

The outline thickness, if textEffects != TextEffects.None

◆ rightClickGoesBack

bool AC.MenuCycle.rightClickGoesBack = false

If True, then a right-click will cycle backwards

◆ selected

int AC.MenuCycle.selected

The index number of the currently-shown text in optionsArray

◆ splitLanguageType

SplitLanguageType AC.MenuCycle.splitLanguageType = SplitLanguageType.TextAndVoice

What kind of language to affect, if cycleType = AC_CycleType.Language and SpeechManager.separateVoiceAndTextLanguages = True

◆ textEffects

TextEffects AC.MenuCycle.textEffects

The special FX applied to the text (None, Outline, Shadow, OutlineAndShadow)

◆ uiButton

UnityEngine.UI.Button AC.MenuCycle.uiButton

The Unity UI Button this is linked to (Unity UI Menus only)

◆ uiDropdown

Dropdown AC.MenuCycle.uiDropdown

The Unity UI Dropdown this is linked to (Unity UI Menus only)

◆ uiSelectableHideStyle

UISelectableHideStyle AC.MenuCycle.uiSelectableHideStyle = UISelectableHideStyle.DisableObject

The method by which this element is hidden from view when made invisible (DisableObject, DisableInteractability)

◆ varID

int AC.MenuCycle.varID

The ID number of the linked GlobalVariable, if cycleType = AC_CycleType.GlobalVariable