Adventure Creator 1.84.3
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2024
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AC.MenuGraphic Class Reference
Inheritance diagram for AC.MenuGraphic:
AC.MenuElement

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.
override void LoadUnityUI (AC.Menu _menu, Canvas canvas, bool addEventListeners=true)
 Initialises the linked Unity UI GameObject.
override RectTransform GetRectTransform (int _slot)
 Gets the boundary of the element, or a slot within it.
override void ShowGUI (Menu menu, System.Action< ActionListAsset > showALAEditor)
override bool ReferencesObjectOrID (GameObject gameObject, int id)
 Checks if the Element makes reference to a particular GameObject.
override int GetSlotIndex (GameObject gameObject)
 Gets the slot index that reference a particular GameObject.
void SetNormalGraphicTexture (Texture newTexture)
 Updates the element's texture, provided that its graphicType = AC_GraphicType.Normal.
override void SetSpeech (Speech _speech)
 Assigns the element to a specific Speech line.
override void ClearSpeech ()
override void OnMenuTurnOn (Menu menu)
 Called whenever the Menu this is attached to is turned on.
override void PreDisplay (int _slot, int languageNumber, bool isActive)
 Performs all calculations necessary to display the element.
override void Display (GUIStyle _style, int _slot, float zoom, bool isActive)
 Draws the element using OnGUI.
override void RecalculateSize (MenuSource source)
 Recalculates the element's size. This should be called whenever a Menu's shape is changed.
Public Member Functions inherited from AC.MenuElement
virtual void Copy (MenuElement _element)
 Copies the values of another MenuElement onto itself.
virtual void Initialise (AC.Menu _menu)
 Performs any initialisation that can only be done once the element has been instantiated at runtime.
virtual bool ProcessClick (AC.Menu _menu, int _slot, MouseState _mouseState)
 Performs what should happen when the element is clicked on.
virtual bool ProcessContinuousClick (AC.Menu _menu, MouseState _mouseState)
 Performs what should happen when the element is clicked on continuously.
virtual GameObject GetObjectToSelect (int slotIndex=0)
 Gets the linked Unity UI GameObject associated with this element.
void UpdateID (int[] idArray)
 Updates the ID number to something unique.
virtual void OverrideLabel (string newLabel, int _lineID=-1)
void UpdateLabel (int languageNumber)
virtual string GetLabel (int slot, int languageNumber)
 Gets the display text of the element, or a slot within it.
virtual bool IsSelectedByEventSystem (int slotIndex)
 Checks if the element is selected by Unity UI's EventSystem (if the Menu is Unity UI-based).
virtual bool IsSelectableInteractable (int slotIndex)
 Checks if the element's linked Selectable is currently Interactable (if the Menu is Unity UI-based).
void ShowGUIStart (Menu menu, System.Action< ActionListAsset > showALAEditor)
virtual bool CheckConvertGlobalVariableToLocal (int oldGlobalID, int newLocalID)
 Checks if the Element makes references from a given global variable to a given local variable.
virtual int GetVariableReferences (int varID)
 Gets the number of references the MenuElement makes to a global variable.
virtual int UpdateVariableReferences (int oldVarID, int newVarID)
 Updates references the MenuElement makes to a global variable.
virtual bool ReferencesAsset (ActionListAsset actionListAsset)
 Checks if the Menu makes reference to a particular ActionList asset.
virtual void HideAllUISlots ()
virtual string GetHotspotLabelOverride (int _slot, int _language)
 Gets a string that overrides the default 'hotspot label'.
virtual void DrawOutline (bool isSelected, AC.Menu _menu)
 Draws an outline around the element.
Vector2[] GetSlotCentres (AC.Menu _menu)
 Gets the element's slot centres, as an array of Vector2s. This is used when keyboard-navigating menus.
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.
virtual bool CanBeShifted (AC_ShiftInventory shiftType)
 Checks if the element's slots can be shifted in a particular direction.
Vector2 GetSize ()
 Gets the size of the whole element.
Vector2 GetSizeFromCorner ()
 Gets the Vector2 from the top-left corner of the parent Menu to the bottom-right corner of the element.
void SetSize (Vector2 _size)
 Sets the size of an individual slot.
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.
Rect GetSlotRectRelative (int _slot)
 Gets the boundary of a slot, as a proportion of the screen size.
int GetFontSize ()
 Gets the size of the font.
void SetPosition (Vector2 _position)
 Sets the element's position.
void SetRelativePosition (Vector2 _size)
void ResetDragOffset ()
void SetDragOffset (Vector2 pos, Rect dragRect)
 Offsets an OnGUI MenuElement's position when dragged by a MenuDrag element.
Vector2 GetDragStart ()
 Gets the drag offset.
void AutoSetVisibility ()
virtual void SetUIInteractableState (bool state)
 Sets the interactive state of any linked Unity UI gameobjects.
virtual AudioClip GetHoverSound (int slot)
 Gets the hover sound for the element slot.
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.
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.
virtual bool SupportsRightClicks ()
string GetVisibilitySaveData ()
override string ToString ()

Public Attributes

Image uiImage
AC_GraphicType graphicType = AC_GraphicType.Normal
CursorIconBase graphic
RawImage uiRawImage
string linkedJournalElementName
UIComponentHideStyle uiComponentHideStyle = UIComponentHideStyle.DisableObject
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 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)
virtual string GetLabelToTranslate ()
void ClearCache ()
string TranslateLabel (int languageNumber)
virtual void ShowTextGUI (string apiPrefix)
virtual void ShowTextureGUI (string apiPrefix)
void EndGUI (string apiPrefix)
void ShowClipHelp ()
LinkedUiGUI< T > (T field, string label, Menu menu, 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, bool canBeLooped=false)
void SetAbsoluteSize (Vector2 _size)
void AutoSize (GUIContent content)
void LinkUIElement< T > (Canvas canvas, ref T existingField)
void UpdateUISelectable< T > (T field, UISelectableHideStyle uiSelectableHideStyle)
void UpdateUIElement< T > (T field, UIComponentHideStyle uiComponentHideStyle)
void ClearSpriteCache (UISlot[] uiSlots)
void SetUISlotsInteractableState (UISlot[] uiSlots, bool state)

Properties

AC.Char PortraitCharacterOverride [set]
Properties inherited from AC.MenuElement
virtual bool IsVisible [get, set]
virtual int MaxSlotsForOffset [get]
Menu ParentMenu [get]

Additional Inherited Members

Protected Attributes inherited from AC.MenuElement
bool isVisible = true
int offset = 0
Menu parentMenu
Rect relativeRect
Vector2 relativePosition
int numSlots

Detailed Description

A MenuElement that provides a space for animated or still images.

Member Function Documentation

◆ AutoSize()

override void AC.MenuGraphic.AutoSize ( )
protectedvirtual

Reimplemented from AC.MenuElement.

◆ ClearSpeech()

override void AC.MenuGraphic.ClearSpeech ( )
virtual

Clears any speech text on display.

Reimplemented from AC.MenuElement.

◆ Declare()

override void AC.MenuGraphic.Declare ( )
virtual

Initialises the MenuElement when it is created within MenuManager.

Reimplemented from AC.MenuElement.

◆ Display()

override void AC.MenuGraphic.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.MenuGraphic.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.

◆ GetRectTransform()

override RectTransform AC.MenuGraphic.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.

◆ GetSlotIndex()

override int AC.MenuGraphic.GetSlotIndex ( GameObject gameObject)
virtual

Gets the slot index that reference a particular GameObject.

Parameters
gameObjectThe GameObject to check for
Returns
The slot index that references the GameObject

Reimplemented from AC.MenuElement.

◆ LoadUnityUI()

override void AC.MenuGraphic.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.MenuGraphic.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.

◆ PreDisplay()

override void AC.MenuGraphic.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.

◆ RecalculateSize()

override void AC.MenuGraphic.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.

◆ ReferencesObjectOrID()

override bool AC.MenuGraphic.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.

◆ SetNormalGraphicTexture()

void AC.MenuGraphic.SetNormalGraphicTexture ( Texture newTexture)

Updates the element's texture, provided that its graphicType = AC_GraphicType.Normal.

Parameters
newTextureThe new texture to assign the element

◆ SetSpeech()

override void AC.MenuGraphic.SetSpeech ( Speech _speech)
virtual

Assigns the element to a specific Speech line.

Parameters
_speechThe Speech line to assign the element to

Reimplemented from AC.MenuElement.

◆ ShowGUI()

override void AC.MenuGraphic.ShowGUI ( Menu menu,
System.Action< ActionListAsset > showALAEditor )
virtual

Reimplemented from AC.MenuElement.

Member Data Documentation

◆ graphic

CursorIconBase AC.MenuGraphic.graphic

The CursorIconBase that stores the graphic and animation data

◆ graphicType

AC_GraphicType AC.MenuGraphic.graphicType = AC_GraphicType.Normal

The type of graphic that is shown (Normal, DialoguePortrait, DocumentTexture, ObjectiveTexture, PageTexture)

◆ linkedJournalElementName

string AC.MenuGraphic.linkedJournalElementName

The name of the MenuJournal element to refer to, if graphicType = GraphicType.PageTexture

◆ uiComponentHideStyle

UIComponentHideStyle AC.MenuGraphic.uiComponentHideStyle = UIComponentHideStyle.DisableObject

The change to make to the associated UI object when invisible

◆ uiImage

Image AC.MenuGraphic.uiImage

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