Adventure Creator  1.75.4
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2019
AC.Moveable Class Reference
Inheritance diagram for AC.Moveable:
AC.DragBase AC.Moveable_Drag AC.Moveable_PickUp

Public Member Functions

void StopMoving ()
 
bool IsMoving (TransformType transformType)
 
void EndMovement ()
 
void Move (Vector3 _newVector, MoveMethod _moveMethod, bool _inWorldSpace, float _transitionTime, TransformType _transformType, bool _doEulerRotation, AnimationCurve _timeCurve, bool clearExisting)
 Moves the GameObject by referencing a Vector3 as its target Transform. More...
 
void Move (Marker _marker, MoveMethod _moveMethod, bool _inWorldSpace, float _transitionTime, AnimationCurve _timeCurve)
 Moves the GameObject by referencing a Marker component as its target Transform. More...
 
MoveableData SaveData (MoveableData saveData)
 Updates a MoveableData class with its own variables that need saving. More...
 
void LoadData (MoveableData saveData)
 Updates its own variables from a MoveableData class. More...
 

Protected Member Functions

virtual void Awake ()
 
virtual void OnEnable ()
 
virtual void OnDisable ()
 
void Update ()
 
void Kill ()
 

Protected Attributes

float positionChangeTime
 
float positionStartTime
 
AnimationCurve positionTimeCurve
 
MoveMethod positionMethod
 
Vector3 startPosition
 
Vector3 endPosition
 
bool inWorldSpace
 
float rotateChangeTime
 
float rotateStartTime
 
AnimationCurve rotateTimeCurve
 
MoveMethod rotateMethod
 
bool doEulerRotation = false
 
Vector3 startEulerRotation
 
Vector3 endEulerRotation
 
Quaternion startRotation
 
Quaternion endRotation
 
float scaleChangeTime
 
float scaleStartTime
 
AnimationCurve scaleTimeCurve
 
MoveMethod scaleMethod
 
Vector3 startScale
 
Vector3 endScale
 
Char character
 
Rigidbody _rigidbody
 

Properties

Rigidbody Rigidbody [get]
 
Transform Transform [get]
 

Detailed Description

This script provides functions to move or transform the GameObject it is attached to. It is used by the "Object: Transform" Action to move objects without scripting.

Member Function Documentation

◆ EndMovement()

void AC.Moveable.EndMovement ( )

Halts the GameObject, and sets its Transform to its target values, if it is being moved by this script.

◆ LoadData()

void AC.Moveable.LoadData ( MoveableData  saveData)

Updates its own variables from a MoveableData class.

Parameters
saveDataThe MoveableData class to load from

◆ Move() [1/2]

void AC.Moveable.Move ( Marker  _marker,
MoveMethod  _moveMethod,
bool  _inWorldSpace,
float  _transitionTime,
AnimationCurve  _timeCurve 
)

Moves the GameObject by referencing a Marker component as its target Transform.

Parameters
_markerA Marker whose position, rotation and scale will be the target values of the GameObject
_moveMethodThe interpolation method by which the GameObject moves (Linear, Smooth, Curved, EaseIn, EaseOut, CustomCurve)
_inWorldSpaceIf True, the movement will use world-space co-ordinates
_transitionTimeThe time, in seconds, that the movement should take place over
_timeCurveIf _moveMethod = MoveMethod.CustomCurve, then the movement speed will follow the shape of the supplied AnimationCurve. This curve can exceed "1" in the Y-scale, allowing for overshoot effects.

◆ Move() [2/2]

void AC.Moveable.Move ( Vector3  _newVector,
MoveMethod  _moveMethod,
bool  _inWorldSpace,
float  _transitionTime,
TransformType  _transformType,
bool  _doEulerRotation,
AnimationCurve  _timeCurve,
bool  clearExisting 
)

Moves the GameObject by referencing a Vector3 as its target Transform.

Parameters
_newVectorThe target values of either the GameObject's position, rotation or scale
_moveMethodThe interpolation method by which the GameObject moves (Linear, Smooth, Curved, EaseIn, EaseOut, CustomCurve)
_inWorldSpaceIf True, the movement will use world-space co-ordinates
_transitionTimeThe time, in seconds, that the movement should take place over
_transformTypeThe way in which the GameObject should be transformed (Translate, Rotate, Scale)
_doEulerRotationIf True, then the GameObject's eulerAngles will be directly manipulated. Otherwise, the rotation as a Quaternion will be affected.
_timeCurveIf _moveMethod = MoveMethod.CustomCurve, then the movement speed will follow the shape of the supplied AnimationCurve. This curve can exceed "1" in the Y-scale, allowing for overshoot effects.
clearExistingIf True, then existing transforms will be stopped before new transforms will be made

◆ SaveData()

MoveableData AC.Moveable.SaveData ( MoveableData  saveData)

Updates a MoveableData class with its own variables that need saving.

Parameters
saveDataThe original MoveableData class
Returns
The updated MoveableData class

◆ StopMoving()

void AC.Moveable.StopMoving ( )

Halts the GameObject, if it is being moved by this script.

Property Documentation

◆ Rigidbody

Rigidbody AC.Moveable.Rigidbody
get

The attached Rigidbody

◆ Transform

Transform AC.Moveable.Transform
get

A cache of the Hotspot's transform component