Adventure Creator
1.79.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
|
Classes | |
class | AutoMoveTrackData |
class | ChildTransformData |
Public Member Functions | |
override void | _FixedUpdate () |
void | SnapToTrack (DragTrack newTrack, float positionAlong) |
Snaps the object to a track at a given position along it More... | |
void | SnapToTrack (DragTrack newTrack, int regionID) |
Snaps the object to a track at a given region along it More... | |
float | GetPositionAlong () |
Gets how far the object is along its DragTrack. More... | |
override void | UpdateMovement () |
override void | DrawGrabIcon () |
override void | ApplyDragForce (Vector3 force, Vector3 mousePosition, float _distanceToCamera) |
Applies a drag force on the object, based on the movement of the cursor. More... | |
override void | LetGo (bool ignoreInteractions=false) |
override void | Grab (Vector3 grabPosition) |
Attaches the object to the player's control. More... | |
void | UpdateScrewVector () |
void | StopAutoMove (bool snapToTarget=true) |
Stops the object from moving without the player's direct input (i.e. through Actions). More... | |
bool | IsAutoMoving (bool beAccurate=true) |
Checks if the object is moving without the player's direct input. More... | |
void | AutoMoveAlongTrack (float _targetTrackValue, float _targetTrackSpeed, bool removePlayerControl) |
Forces the object to move along a DragTrack without the player's direct input. More... | |
void | AutoMoveAlongTrack (float _targetTrackValue, float _targetTrackSpeed, bool removePlayerControl, LayerMask layerMask, int snapID=-1) |
Forces the object to move along a DragTrack without the player's direct input. More... | |
bool | ReferencesAsset (ActionListAsset actionListAsset) |
List< ActionListAsset > | GetReferencedActionListAssets () |
Public Member Functions inherited from AC.DragBase | |
bool | IsOn (bool accountForCamera=false) |
void | TurnOn () |
void | TurnOn (bool manualSet) |
Makes the object interactive. More... | |
void | TurnOff () |
void | TurnOff (bool manualSet) |
Disables the Hotspot. More... | |
virtual bool | CanToggleCursor () |
bool | CanGrab () |
bool | IsOnScreen () |
Checks if the the point of contact is visible on-screen. More... | |
bool | IsCloseToCamera (float maxDistance) |
Checks if the point of contact is close enough to the camera to continue being held. More... | |
bool | PlayerIsWithinBoundary () |
Checks if the Player is within the draggables's interactableBoundary, if assigned. More... | |
Vector3 | GetGrabPosition () |
Gets the point of contact on the object, once grabbed. More... | |
Public Member Functions inherited from AC.Moveable | |
void | StopMoving () |
bool | IsMoving (TransformType transformType) |
bool | IsMoving () |
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... | |
Vector3 | GetTargetPosition () |
Protected Member Functions | |
override void | Awake () |
override void | Start () |
override void | OnEnable () |
override void | OnDisable () |
void | CheckGameplayBlockers () |
IEnumerator | InitToTrack () |
ChildTransformData[] | GetChildTransforms () |
void | SetChildTransforms (ChildTransformData[] childTransformData) |
void | RunInteraction (bool onMove) |
void | OnCollisionEnter (Collision collision) |
void | SetGravity (bool value) |
Protected Member Functions inherited from AC.DragBase | |
void | OnCollisionExit (Collision collision) |
void | OnSwitchCamera (_Camera oldCamera, _Camera newCamera, float transitionTime) |
void | LimitToActiveCamera (_Camera _camera) |
void | PlaceOnLayer (int layerName) |
void | BaseOnCollisionEnter (Collision collision) |
void | PlayMoveSound (float speed) |
void | UpdateZoom () |
void | LimitZoom () |
CursorIconBase | GetMainIcon () |
void | LimitCollisions () |
Protected Member Functions inherited from AC.Moveable | |
void | Update () |
void | Kill () |
Protected Attributes | |
Vector3 | grabPositionRelative |
float | colliderRadius = 0.5f |
float | grabDistance = 0.5f |
float | _trackValue |
Vector3 | _dragVector |
Collider | _maxCollider |
Collider | _minCollider |
int | _revolutions = 0 |
bool | canPlayCollideSound = false |
float | screenToWorldOffset |
float | lastFrameTotalCursorPositionAlong |
bool | endLocked = false |
AutoMoveTrackData | activeAutoMove |
Protected Attributes inherited from AC.DragBase | |
bool | isHeld = false |
Transform | grabPoint |
float | distanceToCamera |
float | speedFactor = 0.16f |
float | originalDrag |
float | originalAngularDrag |
int | numCollisions = 0 |
CursorIconBase | icon |
Sound | collideSound |
bool | isOn = true |
Protected Attributes inherited from AC.Moveable | |
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 |
Rigidbody2D | _rigidbody2D |
Properties | |
float | ColliderWidth [get] |
bool | UsesRigidbody [get] |
float | trackValue [get, set] |
Vector3 | dragVector [get, set] |
Collider | maxCollider [get, set] |
Collider | minCollider [get, set] |
int | revolutions [get, set] |
Properties inherited from AC.DragBase | |
bool | IsHeld [get] |
Properties inherited from AC.Moveable | |
Rigidbody | Rigidbody [get] |
Transform | Transform [get] |
Attaching this component to a GameObject allows it to be dragged, through physics, according to a set method.
|
virtual |
Applies a drag force on the object, based on the movement of the cursor.
force | The force vector to apply |
mousePosition | The position of the mouse |
distanceToCamera | The distance between the object's centre and the camera |
Reimplemented from AC.DragBase.
void AC.Moveable_Drag.AutoMoveAlongTrack | ( | float | _targetTrackValue, |
float | _targetTrackSpeed, | ||
bool | removePlayerControl | ||
) |
Forces the object to move along a DragTrack without the player's direct input.
_targetTrackValue | The intended proportion along the track to send the object to |
_targetTrackSpeed | The intended speed to move the object by |
removePlayerControl | If True and the player is currently moving the object, then player control will be removed |
void AC.Moveable_Drag.AutoMoveAlongTrack | ( | float | _targetTrackValue, |
float | _targetTrackSpeed, | ||
bool | removePlayerControl, | ||
LayerMask | layerMask, | ||
int | snapID = -1 |
||
) |
Forces the object to move along a DragTrack without the player's direct input.
_targetTrackValue | The intended proportion along the track to send the object to |
_targetTrackSpeed | The intended speed to move the object by |
removePlayerControl | If True and the player is currently moving the object, then player control will be removed |
layerMask | A LayerMask that determines what collisions will cause the automatic movement to cease |
snapID | The ID number of the associated snap, if snapping |
|
virtual |
Draws an icon at the point of contact on the object, if appropriate.
Reimplemented from AC.DragBase.
float AC.Moveable_Drag.GetPositionAlong | ( | ) |
Gets how far the object is along its DragTrack.
|
virtual |
Attaches the object to the player's control.
grabPosition | The point of contact on the object |
Reimplemented from AC.DragBase.
bool AC.Moveable_Drag.IsAutoMoving | ( | bool | beAccurate = true | ) |
Checks if the object is moving without the player's direct input.
|
virtual |
Detaches the object from the player's control.
Reimplemented from AC.DragBase.
void AC.Moveable_Drag.SnapToTrack | ( | DragTrack | newTrack, |
float | positionAlong | ||
) |
Snaps the object to a track at a given position along it
newTrack | The new DragTrack to snap to |
positionAlong | How far along the track, as a decimal of its length, to snap to |
void AC.Moveable_Drag.SnapToTrack | ( | DragTrack | newTrack, |
int | regionID | ||
) |
Snaps the object to a track at a given region along it
newTrack | The new DragTrack to snap to |
regionID | The ID of the region to snap to. Regions are defined in the track itself |
void AC.Moveable_Drag.StopAutoMove | ( | bool | snapToTarget = true | ) |
Stops the object from moving without the player's direct input (i.e. through Actions).
snapToTarget | If True, then the object will snap instantly to the intended target position |
|
virtual |
Called every frame by StateHandler.
Reimplemented from AC.DragBase.
void AC.Moveable_Drag.UpdateScrewVector | ( | ) |
If the object rotates like a screw along a DragTrack_Straight, this updates the correct drag vector.
ActionListAsset AC.Moveable_Drag.actionListAssetOnDrop = null |
The ActionListAsset to run whenever the object is let go by the player (and actionListSource = ActionListSource.AssetFile)
ActionListAsset AC.Moveable_Drag.actionListAssetOnMove = null |
The ActionListAsset to run whenever the object is moved by the player (and actionListSource = ActionListSource.AssetFile)
ActionListSource AC.Moveable_Drag.actionListSource = ActionListSource.InScene |
Where to locate interactions
AlignDragMovement AC.Moveable_Drag.alignMovement = AlignDragMovement.AlignToCamera |
What movement is aligned to, if dragMode = DragMode.MoveAlongPlane (AlignToCamera, AlignToPlane)
bool AC.Moveable_Drag.applyGravity = false |
If True, the object will recieve an additional gravity force when not held by the Player or being moved automatically
DragMode AC.Moveable_Drag.dragMode = DragMode.LockToTrack |
The way in which the object can be dragged (LockedToTrack, MoveAlongPlane, RotateOnly)
DragTrackDirection AC.Moveable_Drag.dragTrackDirection = DragTrackDirection.NoRestriction |
Which direction the object can be dragged along the track in
int AC.Moveable_Drag.dropParameterID = -1 |
The parameter ID to set as this object in the interactionOnDrop / actionListAssetOnDrop ActionLists
Interaction AC.Moveable_Drag.interactionOnDrop = null |
The Interaction to run whenever the object is let go by the player (and actionListSource = ActionListSource.InScene)
Interaction AC.Moveable_Drag.interactionOnMove = null |
The Interaction to run whenever the object is moved by the player (and actionListSource = ActionListSource.InScene)
int AC.Moveable_Drag.moveParameterID = -1 |
The parameter ID to set as this object in the interactionOnMove / actionListAssetOnMove ActionLists
bool AC.Moveable_Drag.moveWithRigidbody = true |
If True, then movement will occur by affecting the Rigidbody, as opposed to directly manipulating the Transform
bool AC.Moveable_Drag.noGravityWhenHeld = true |
If True, then gravity will be disabled on the object while it is held by the player
Transform AC.Moveable_Drag.plane |
The plane to align movement to, if alignMovement = AlignDragMovement.AlignToPlane
bool AC.Moveable_Drag.retainOriginalTransform = false |
If True, and dragMode = DragMode.LockToTrack, then the position and rotation of all child objects will be maintained when the object is attached to the track
bool AC.Moveable_Drag.setOnStart = true |
If True, and the object is locked to a DragTrack, then the object will be placed at a specific point along the track when the game begins
float AC.Moveable_Drag.simulatedMass = 0.2f |
The object's simulated mass, if not using a Rigidbody
float AC.Moveable_Drag.toruqeDamping = 10f |
The amount of damping to apply when rotating an object without a Rigidbody
DragTrack AC.Moveable_Drag.track |
The DragTrack the object is locked to (if dragMode = DragMode.LockToTrack
float AC.Moveable_Drag.trackValueOnStart = 0f |
How far along its DragTrack that the object should be placed at when the game begins