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

Public Member Functions

 NPCData ()
 
- Public Member Functions inherited from AC.RememberData
 RememberData ()
 

Public Attributes

bool isOn
 
float LocX
 
float LocY
 
float LocZ
 
float RotX
 
float RotY
 
float RotZ
 
float ScaleX
 
float ScaleY
 
float ScaleZ
 
string idleAnim
 
string walkAnim
 
string talkAnim
 
string runAnim
 
string walkSound
 
string runSound
 
string portraitGraphic
 
float walkSpeed
 
float runSpeed
 
bool lockDirection
 
string spriteDirection
 
bool lockScale
 
float spriteScale
 
bool lockSorting
 
int sortingOrder
 
string sortingLayer
 
int pathID
 
int targetNode
 
int prevNode
 
string pathData
 
bool isRunning
 
bool pathAffectY
 
int lastPathID
 
int lastTargetNode
 
int lastPrevNode
 
int followTargetID = 0
 
bool followTargetIsPlayer = false
 
float followFrequency = 0f
 
float followDistance = 0f
 
float followDistanceMax = 0f
 
bool followFaceWhenIdle = false
 
bool followRandomDirection = false
 
bool isHeadTurning = false
 
int headTargetID = 0
 
float headTargetX = 0f
 
float headTargetY = 0f
 
float headTargetZ = 0f
 
bool followSortingMap
 
int customSortingMapID = 0
 
string speechLabel
 
int displayLineID
 
- Public Attributes inherited from AC.RememberData
int objectID
 
bool savePrevented
 

Detailed Description

A data container used by the RememberNPC script.

Constructor & Destructor Documentation

◆ NPCData()

AC.NPCData.NPCData ( )

The default Constructor.

Member Data Documentation

◆ customSortingMapID

int AC.NPCData.customSortingMapID = 0

The ConstantID number of the SortingMap that the NPC's FollowSortingMap follows, if not the scene's default

◆ displayLineID

int AC.NPCData.displayLineID

The ID number that references the NPC's name, as generated by the Speech Manager

◆ followDistance

float AC.NPCData.followDistance = 0f

The distance that the NPC keeps with when following its target

◆ followDistanceMax

float AC.NPCData.followDistanceMax = 0f

The maximum distance that the NPC keeps when following its target

◆ followFaceWhenIdle

bool AC.NPCData.followFaceWhenIdle = false

If True, the NPC will face their follow target when idle

◆ followFrequency

float AC.NPCData.followFrequency = 0f

The frequency with which the NPC follows its target

◆ followRandomDirection

bool AC.NPCData.followRandomDirection = false

If True, the NPC will stand a random direction from their target

◆ followSortingMap

bool AC.NPCData.followSortingMap

True if the NPC has a FollowSortingMap component that follows the scene's default SortingMap

◆ followTargetID

int AC.NPCData.followTargetID = 0

The Constant ID number of the NPC's follow target

◆ followTargetIsPlayer

bool AC.NPCData.followTargetIsPlayer = false

True if the NPC is following the player

◆ headTargetID

int AC.NPCData.headTargetID = 0

The ConstantID number of the head target Transform

◆ headTargetX

float AC.NPCData.headTargetX = 0f

The NPC's head target's X position (offset)

◆ headTargetY

float AC.NPCData.headTargetY = 0f

The NPC's head target's Y position (offset)

◆ headTargetZ

float AC.NPCData.headTargetZ = 0f

The NPC's head target's Z position (offset)

◆ idleAnim

string AC.NPCData.idleAnim

The NPC's idle animation

◆ isHeadTurning

bool AC.NPCData.isHeadTurning = false

True if the NPC's head is pointed towards a target

◆ isOn

bool AC.NPCData.isOn

True if the NPC is enabled

◆ isRunning

bool AC.NPCData.isRunning

True if the NPC is running

◆ lastPathID

int AC.NPCData.lastPathID

The Constant ID number of the NPC's last-used Path

◆ lastPrevNode

int AC.NPCData.lastPrevNode

The previous node number of the NPC's last-used Path

◆ lastTargetNode

int AC.NPCData.lastTargetNode

The target node number of the NPC's last-used Path

◆ lockDirection

bool AC.NPCData.lockDirection

True if a sprite-based NPC is locked to face a particular direction

◆ lockScale

bool AC.NPCData.lockScale

True if a sprite-based NPC has its scale locked

◆ lockSorting

bool AC.NPCData.lockSorting

True if a sprite-based NPC has its sorting locked

◆ LocX

float AC.NPCData.LocX

The X position

◆ LocY

float AC.NPCData.LocY

The Y position

◆ LocZ

float AC.NPCData.LocZ

The Z position

◆ pathAffectY

bool AC.NPCData.pathAffectY

True if the NPC's current Path affects the Y position

◆ pathData

string AC.NPCData.pathData

The positions of each node in a pathfinding-generated Path

◆ pathID

int AC.NPCData.pathID

The Constant ID number of the NPC's current Path

◆ portraitGraphic

string AC.NPCData.portraitGraphic

A unique identifier for the NPC's portrait graphic

◆ prevNode

int AC.NPCData.prevNode

The previous node number of the NPC's current Path

◆ RotX

float AC.NPCData.RotX

The X rotation

◆ RotY

float AC.NPCData.RotY

The Y rotation

◆ RotZ

float AC.NPCData.RotZ

The Z rotation

◆ runAnim

string AC.NPCData.runAnim

The NPC's run animation

◆ runSound

string AC.NPCData.runSound

A unique identifier for the NPC's run sound AudioClip

◆ runSpeed

float AC.NPCData.runSpeed

The NPC's run speed

◆ ScaleX

float AC.NPCData.ScaleX

The X scale

◆ ScaleY

float AC.NPCData.ScaleY

The Y scale

◆ ScaleZ

float AC.NPCData.ScaleZ

The Z scale

◆ sortingLayer

string AC.NPCData.sortingLayer

The sorting layer of a sprite-based NPC

◆ sortingOrder

int AC.NPCData.sortingOrder

The sorting order of a sprite-based NPC

◆ speechLabel

string AC.NPCData.speechLabel

The NPC's display name

◆ spriteDirection

string AC.NPCData.spriteDirection

The direction that a sprite-based NPC is facing

◆ spriteScale

float AC.NPCData.spriteScale

The scale of a sprite-based NPC

◆ talkAnim

string AC.NPCData.talkAnim

The NPC's talk animation

◆ targetNode

int AC.NPCData.targetNode

The target node number of the NPC's current Path

◆ walkAnim

string AC.NPCData.walkAnim

The NPC's walk animation

◆ walkSound

string AC.NPCData.walkSound

A unique identifier for the NPC's walk sound AudioClip

◆ walkSpeed

float AC.NPCData.walkSpeed

The NPC's walk speed