Adventure Creator  1.66.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2018
AC.MenuManager Class Reference
Inheritance diagram for AC.MenuManager:

Public Member Functions

void ShowGUI ()
 
void SelectElementFromPreview (AC.Menu _menu, MenuElement _element)
 Selects a MenuElement within a Menu and display its properties. More...
 
Menu GetSelectedMenu ()
 
MenuElement GetSelectedElement ()
 
void CheckConvertGlobalVariableToLocal (int oldGlobalID, int newLocalID)
 Converts the Menu Managers's references from a given global variable to a given local variable More...
 
Menu GetMenuWithID (int id)
 Gets a Menu by ID number More...
 
Menu CreatePreviewMenu (string previewMenuName)
 Creates a Menu to be used as a preview for subtitles in Timeline More...
 

Static Public Member Functions

static MenuElement GetElementWithName (string menuName, string menuElementName)
 Gets a MenuElement by name. More...
 

Public Attributes

UnityEngine.EventSystems.EventSystem eventSystem
 
List< Menumenus = new List<Menu>()
 
int globalDepth
 
Texture2D pauseTexture = null
 
bool scaleTextEffects = false
 
bool keyboardControlWhenPaused = true
 
bool keyboardControlWhenDialogOptions = true
 
bool disableMouseIfKeyboardControlling = true
 
bool doWindowsPreviewFix = false
 
bool drawOutlines = true
 
bool drawInEditor = false
 

Static Public Attributes

static Menu copiedMenu = null
 
static MenuElement copiedElement = null
 

Detailed Description

Handles the "Menu" tab of the Game Editor window. All Menus are defined here.

Member Function Documentation

◆ CheckConvertGlobalVariableToLocal()

void AC.MenuManager.CheckConvertGlobalVariableToLocal ( int  oldGlobalID,
int  newLocalID 
)

Converts the Menu Managers's 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

◆ CreatePreviewMenu()

Menu AC.MenuManager.CreatePreviewMenu ( string  previewMenuName)

Creates a Menu to be used as a preview for subtitles in Timeline

Parameters
previewMenuNameThe name of the Menu to use
Returns
The Menu to preview subtitles with. If the Menu relies on Unity UI, this copy will be converted to use Adventure Creator

◆ GetElementWithName()

static MenuElement AC.MenuManager.GetElementWithName ( string  menuName,
string  menuElementName 
)
static

Gets a MenuElement by name.

Parameters
menuNameThe title of the Menu that the MenuElement is a part of
menuElementNameThe title of the MenuElement to return
Returns
The MenuElement

◆ GetMenuWithID()

Menu AC.MenuManager.GetMenuWithID ( int  id)

Gets a Menu by ID number

Parameters
idThe ID number of the Menu to get. This is the number to the left of the Menu's name in the Menu Manager.
Returns
The Menu with the ID supplied

◆ GetSelectedElement()

MenuElement AC.MenuManager.GetSelectedElement ( )

<sumamry>Gets the currently-selected MenuElement.

Returns
The currently-selected MenuElement

◆ GetSelectedMenu()

Menu AC.MenuManager.GetSelectedMenu ( )

<sumamry>Gets the currently-selected Menu.

Returns
The currently-selected Menu

◆ SelectElementFromPreview()

void AC.MenuManager.SelectElementFromPreview ( AC.Menu  _menu,
MenuElement  _element 
)

Selects a MenuElement within a Menu and display its properties.

Parameters
_menuThe Menu that the MenuElement is a part of
_elementThe MenuElement to select

◆ ShowGUI()

void AC.MenuManager.ShowGUI ( )

Shows the GUI.

Member Data Documentation

◆ disableMouseIfKeyboardControlling

bool AC.MenuManager.disableMouseIfKeyboardControlling = true

If True, and the input method is "Keyboard Or Controller", then Unity UI mouse input will be disabled when a keyboard-controllable Menu is open

◆ eventSystem

UnityEngine.EventSystems.EventSystem AC.MenuManager.eventSystem

The EventSystem to instantiate when Unity UI-based Menus are used

◆ globalDepth

int AC.MenuManager.globalDepth

The depth at which to draw OnGUI-based (Adventure Creator) Menus

◆ keyboardControlWhenDialogOptions

bool AC.MenuManager.keyboardControlWhenDialogOptions = true

If True, then Menus will be navigated directly, not with the cursor, when Conversation dialogue options are shown (if inputMethod = InputMethod.KeyboardAndController in SettingsManager)

◆ keyboardControlWhenPaused

bool AC.MenuManager.keyboardControlWhenPaused = true

If True, then Menus will be navigated directly, not with the cursor, when the game is paused (if inputMethod = InputMethod.KeyboardAndController in SettingsManager)

◆ menus

List<Menu> AC.MenuManager.menus = new List<Menu>()

The game's full list of menus

◆ pauseTexture

Texture2D AC.MenuManager.pauseTexture = null

A texture to apply full-screen when a 'Pause' Menu is enabled

◆ scaleTextEffects

bool AC.MenuManager.scaleTextEffects = false

If True, then the size of text effects (shadows, outlines) will be based on the size of the text, rather than fixed