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Adventure Creator 1.85.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2025
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Public Member Functions | |
| bool | WillStopAtNextNode (int currentNode) |
| Checks if the next node is the final one. | |
| void | RecalculateToCenter (Vector3 startPosition, float maxNodeDistance=-1f) |
| void | BuildNavPath (Vector3[] pointData) |
| Rebuilds the nodes List from an array of points. The first point on the new path will be the GameObject's current position. | |
| int | GetNextNode (int currentNode, int prevNode, bool playerControlled=false, AC_PathType lockedPathType=AC_PathType.ForwardOnly) |
| Gets the next node along a path, given the current one. | |
| float | GetLengthToNode (int n) |
| Gets the distance along the path from the origin to a particular node. | |
| float | GetLengthBetweenNodes (int a, int b) |
| Gets the distance along the path from one node to another. | |
| float | GetTotalLength () |
| Gets the total length of the path. | |
| int | GetNearestNode (Vector3 position) |
| Gets the index of the node that's nearest to a given position. | |
| bool | ReferencesAsset (ActionListAsset actionListAsset) |
| List< ActionListAsset > | GetReferencedActionListAssets () |
Public Attributes | |
| List< Vector3 > | nodes = new List<Vector3>() |
| List< NodeCommand > | nodeCommands = new List<NodeCommand>() |
| ActionListSource | commandSource |
| AC_PathType | pathType = AC_PathType.ForwardOnly |
| PathSpeed | pathSpeed |
| bool | teleportToStart |
| bool | affectY |
| float | nodePause |
Protected Member Functions | |
| void | Awake () |
| void | ConnectNodes (int a, int b) |
| Vector3[] | SetMaxDistances (Vector3[] pointArray, float maxNodeDistance) |
Protected Attributes | |
| bool | relativeMode |
| Vector3 | lastFramePosition |
Properties | |
| Vector3 | Destination [get] |
| Transform | Transform [get] |
| bool | RelativeMode [get, set] |
| Vector3 | LastFramePosition [get, set] |
Stores a series of "nodes", which act as waypoints for character movements. Nodes can either be generated in-game by pathfinding algorithms (see NavigationEngine), or by defining them in the Unity Editor. Characters can be made to move along a path in one direction only, back-and-forth, or choose nodes at random. ActionLists can also be set to run when a character reaches each node.
| void AC.Paths.BuildNavPath | ( | Vector3[] | pointData | ) |
Rebuilds the nodes List from an array of points. The first point on the new path will be the GameObject's current position.
| pointData | An array of position vectors that dictate the new path |
| float AC.Paths.GetLengthBetweenNodes | ( | int | a, |
| int | b ) |
Gets the distance along the path from one node to another.
| a | The node to start from |
| b | The node to reach |
| float AC.Paths.GetLengthToNode | ( | int | n | ) |
Gets the distance along the path from the origin to a particular node.
| n | The index number of the node to check the distance to |
| int AC.Paths.GetNearestNode | ( | Vector3 | position | ) |
Gets the index of the node that's nearest to a given position.
| position | The position to query |
| int AC.Paths.GetNextNode | ( | int | currentNode, |
| int | prevNode, | ||
| bool | playerControlled = false, | ||
| AC_PathType | lockedPathType = AC_PathType::ForwardOnly ) |
Gets the next node along a path, given the current one.
| currentNode | The index number of the current node |
| prevNode | The index number of the previous node (used for determining the direction along which the path is being traversed) |
| playerControlled | True if the Player is moving along the path during gameplay |
| lockedPathType | The type of Path, if the Player is moving along it during gameplay |
| List< ActionListAsset > AC.Paths.GetReferencedActionListAssets | ( | ) |
Implements AC.iActionListAssetReferencer.
| float AC.Paths.GetTotalLength | ( | ) |
Gets the total length of the path.
| bool AC.Paths.ReferencesAsset | ( | ActionListAsset | actionListAsset | ) |
Implements AC.iActionListAssetReferencer.
| bool AC.Paths.WillStopAtNextNode | ( | int | currentNode | ) |
Checks if the next node is the final one.
| currentNode | The index number of the current node (i.e. the node before the one being checked) |
| bool AC.Paths.affectY |
If True, then characters will attempt to move vertically to reach nodes
| ActionListSource AC.Paths.commandSource |
The source of ActionList objects that are run when nodes are reached (InScene, AssetFile)
| List<NodeCommand> AC.Paths.nodeCommands = new List<NodeCommand>() |
A List of NodeCommand instances that dictate what ActionList is run when each node is reached
| float AC.Paths.nodePause |
The time, in seconds, that a character will wait at each node before continuing along the path
| List<Vector3> AC.Paths.nodes = new List<Vector3>() |
A List of nodes (Vector3) that define the path
| PathSpeed AC.Paths.pathSpeed |
The speed at which characters will traverse a path (Walk, Run)
| AC_PathType AC.Paths.pathType = AC_PathType.ForwardOnly |
The way in which characters move between each node (ForwardOnly, Loop, PingPong, IsRandom)
| bool AC.Paths.teleportToStart |
If True, then the character will teleport to the first node before traversing the path
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get |
Gets the position of the last node in the Path
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get |
A cache of the Path's transform component