Adventure Creator 1.84.3
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2024
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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 inCustomCharState = 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
string leftHandIKState
string rightHandIKState
string spriteDirectionData
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

◆ inCustomCharState

bool AC.NPCData.inCustomCharState = false

If True, the NPC is playing a custom 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

◆ leftHandIKState

string AC.NPCData.leftHandIKState

Data related to the character's left hand Ik state

◆ 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

◆ rightHandIKState

string AC.NPCData.rightHandIKState

Data related to the character's right hand Ik state

◆ 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

◆ spriteDirectionData

string AC.NPCData.spriteDirectionData

Data related to the character's available sprite directions

◆ 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