_Awake() (defined in AC.Char) | AC.Char | protectedvirtual |
_characterController (defined in AC.Char) | AC.Char | protected |
_collider (defined in AC.Char) | AC.Char | protected |
_FixedUpdate() | AC.Player | virtual |
_LateUpdate() | AC.Player | virtual |
_rigidbody (defined in AC.Char) | AC.Char | protected |
_rigidbody2D (defined in AC.Char) | AC.Char | protected |
_spriteDirectionData | AC.Char | |
_transform (defined in AC.Char) | AC.Char | protected |
_Update() | AC.Player | virtual |
Accelerate() (defined in AC.Player) | AC.Player | protectedvirtual |
acceleration | AC.Char | |
AccurateAcc(float targetSpeed, bool canStop) (defined in AC.Char) | AC.Char | protected |
AccurateDestination() | AC.Char | |
ActiveCharacterAnimationShot | AC.Char | |
activePath (defined in AC.Char) | AC.Char | protected |
activeSpeech (defined in AC.Char) | AC.Char | protected |
AffectedByVerticalReduction | AC.Char | |
AllDirectionsLocked() | AC.Player | |
angleParameter | AC.Char | |
angleSnapping | AC.Char | |
animationEngine | AC.Char | |
animCrossfadeSpeed | AC.Char | |
antiGlideMode | AC.Char | |
audioSource (defined in AC.Char) | AC.Char | protected |
AutoSyncHotspot() (defined in AC.Player) | AC.Player | protected |
autoSyncHotspotState | AC.Player | |
Awake() (defined in AC.Player) | AC.Player | protected |
BaseUpdate() (defined in AC.Char) | AC.Char | protected |
bodyIKTurnFactor | AC.Char | |
CanBeDirectControlled() (defined in AC.Player) | AC.Player | protectedvirtual |
CancelPathfindRecalculations() | AC.Player | |
canRunInReverse | AC.Char | |
CanTranslate(int index) | AC.Char | |
charState | AC.Char | |
ClearExpression() | AC.Char | |
ClearHeadTurnTarget(bool isInstant, HeadFacing _headFacing) | AC.Char | |
ClearHeadTurnTarget(bool isInstant) | AC.Char | |
Convert() | AC.NPC | |
crossfadeAnims | AC.Char | |
CurrentExpression | AC.Char | |
customAnimationClass | AC.Char | |
customAnimator | AC.Char | |
deceleration | AC.Char | |
directionParameter | AC.Char | |
DirectMovementTargetLock | AC.Player | |
displayLineID | AC.Char | |
doDiagonals | AC.Char | |
doDirections | AC.Char | |
doWallReduction | AC.Char | |
downMovementLocked (defined in AC.Player) | AC.Player | |
EndPath() | AC.Player | virtual |
AC::NPC.EndPath(Paths optionalPath, bool stopTurningToo=true) | AC.Char | |
expressionGroupID | AC.Char | |
expressionParameter | AC.Char | |
expressions | AC.Char | |
expressionTransitionTime | AC.Char | |
eyesIKTurnFactor | AC.Char | |
firstPersonCamera (defined in AC.Player) | AC.Player | protected |
FirstPersonCamera | AC.Player | |
FirstPersonCameraComponent (defined in AC.Player) | AC.Player | |
firstPersonCameraTransform (defined in AC.Player) | AC.Player | protected |
FlattenSpriteAngle(float angle, AngleSnapping _angleSnapping) | AC.Char | |
flipCustomAnims | AC.Char | |
followAcrossScenes (defined in AC.NPC) | AC.NPC | protected |
FollowAssign(Char _followTarget, bool _followTargetIsPlayer, float _followFrequency, float _followDistance, float _followDistanceMax, bool _faceWhenIdle=false, bool _followRandomDirection=true, bool _followAcrossScenes=false) | AC.NPC | |
FollowCheckDistance() (defined in AC.NPC) | AC.NPC | protected |
FollowCheckDistanceMax() (defined in AC.NPC) | AC.NPC | protected |
followDistance (defined in AC.NPC) | AC.NPC | protected |
followDistanceMax (defined in AC.NPC) | AC.NPC | protected |
followDistanceMed (defined in AC.NPC) | AC.NPC | protected |
followFaceWhenIdle (defined in AC.NPC) | AC.NPC | protected |
followFrequency (defined in AC.NPC) | AC.NPC | protected |
followRandomDirection (defined in AC.NPC) | AC.NPC | protected |
FollowStop() (defined in AC.NPC) | AC.NPC | protected |
followTarget (defined in AC.NPC) | AC.NPC | protected |
followTargetIsPlayer (defined in AC.NPC) | AC.NPC | protected |
FollowUpdate() (defined in AC.NPC) | AC.NPC | protected |
followUpdateTimer (defined in AC.NPC) | AC.NPC | protected |
ForceIdle() | AC.Char | |
ForceTurnFloat(float _value) (defined in AC.Player) | AC.Player | |
ForgetLastPath() | AC.Char | |
frameFlipping | AC.Char | |
freeAimLocked (defined in AC.Player) | AC.Player | |
freezeRigidbodyWhenIdle | AC.Char | |
GetAngleDifference() | AC.Char | |
GetAnimation() | AC.Char | |
GetAnimator() | AC.Char | |
GetAnimEngine() | AC.Char | |
GetCurrentSpeech() | AC.Char | |
GetExpressionID(string expressionLabel) | AC.Char | |
GetExpressionID() | AC.Char | |
GetFollowTarget() | AC.NPC | |
GetFrameRotation() | AC.Char | |
GetHandTransform(Hand hand) | AC.Char | |
GetHeadTurnTarget() | AC.Char | |
GetHeightChange() | AC.Char | |
GetLastPath() | AC.Char | |
GetLastPrevNode() (defined in AC.Char) | AC.Char | protected |
GetLastTargetNode() (defined in AC.Char) | AC.Char | protected |
GetLipSyncFrame() | AC.Char | |
GetLipSyncNormalised() | AC.Char | |
GetMotionControl() | AC.Char | |
GetMoveDirection() | AC.Char | |
GetMoveSpeed(bool reduceNonFacing=false) | AC.Char | |
GetName(int languageNumber=0) | AC.Char | |
GetNumTranslatables() | AC.Char | |
GetOwner(int index) | AC.Char | |
GetPath() | AC.Char | |
GetPortrait() | AC.Char | |
GetPortraitSprite() | AC.Char | |
GetPreviousNode() | AC.Char | |
GetShapeable() | AC.Char | |
GetSpeechScreenPosition(bool keepWithinScreen=true) | AC.Char | |
GetSpeechWorldPosition() | AC.Char | |
GetSpriteAngle() | AC.Char | |
GetSpriteDirection(bool ignoreFrameFlipping=false) | AC.Char | |
GetSpriteDirectionInt(bool ignoreFrameFlipping=false) | AC.Char | |
GetSpriteDirectionToSave() (defined in AC.Char) | AC.Char | protected |
GetTargetNode() | AC.Char | |
GetTargetPosition(bool wantFinalDestination=false) | AC.Char | |
GetTargetRotation() | AC.Char | |
GetTargetSpeed() | AC.Char | protected |
GetTilt() | AC.Player | |
GetTranslatableString(int index) | AC.Char | |
GetTranslationID(int index) | AC.Char | |
GetTranslationType(int index) | AC.Char | |
GetTurnFloat() | AC.Player | virtual |
groundCheckLayerMask | AC.Char | |
Halt(bool haltTurning=true) | AC.Char | |
HasExistingTranslation(int index) | AC.Char | |
headFacing | AC.Char | |
headIKTurnFactor | AC.Char | |
headLayer | AC.Char | |
headLookDownAnim | AC.Char | |
headLookLeftAnim | AC.Char | |
headLookRightAnim | AC.Char | |
headLookUpAnim | AC.Char | |
headPitchParameter | AC.Char | |
headTurnSpeed | AC.Char | |
headTurnTarget | AC.Char | |
headTurnTargetOffset | AC.Char | |
headYawParameter | AC.Char | |
Hide() | AC.Player | virtual |
HideFromView(Player player=null) | AC.NPC | |
HoldObject(GameObject objectToHold, Hand hand) | AC.Char | |
hotspotDetector | AC.Player | |
id (defined in AC.Player) | AC.Player | protected |
ID | AC.Player | |
idleAnim | AC.Char | |
idleAnimSprite | AC.Char | |
ignoreGravity | AC.Char | |
ikHeadTurning | AC.Char | |
Inventory | AC.Player | |
IsActivePlayer() | AC.Player | virtual |
IsCapableOfJumping() | AC.Player | virtual |
isEvadingPlayer (defined in AC.NPC) | AC.NPC | protected |
IsFollowingActivePlayerAcrossScenes() | AC.Player | |
IsGrounded(bool reportError=false) | AC.Char | |
isGroundedParameter | AC.Char | |
IsJumping | AC.Char | |
isJumping (defined in AC.Char) | AC.Char | protected |
isLipSyncing | AC.Char | |
IsLocalPlayer() | AC.Player | |
IsLockedToPath() | AC.Player | |
IsMovingAlongPath() | AC.Char | |
IsMovingHead() | AC.Char | |
IsMovingToHotspot() (defined in AC.Player) | AC.Player | protected |
IsPathfinding() | AC.Char | |
IsPlayer (defined in AC.Player) | AC.Player | |
IsReversing() | AC.Char | |
isRunning | AC.Char | |
isTalking | AC.Char | |
IsTilting() | AC.Player | |
IsTurning() | AC.Char | |
IsTurning(float maxAngleThreshold) | AC.Char | |
IsTurningBeforeWalking() | AC.Char | |
Jump(bool mustBeGrounded=true, bool mustNotBeMidJump=true) | AC.Player | |
jumpAnim | AC.Player | |
jumpingLocked (defined in AC.Player) | AC.Player | |
jumpParameter | AC.Char | |
LayerOff (defined in AC.NPC) | AC.NPC | protected |
LayerOn (defined in AC.NPC) | AC.NPC | protected |
leftArmBone | AC.Char | |
leftHandBone | AC.Char | |
LeftHandIKController (defined in AC.Char) | AC.Char | |
leftMovementLocked (defined in AC.Player) | AC.Player | |
lineID | AC.Char | |
lipSyncBlendShapeSpeedFactor | AC.Char | |
LipSyncGameObject() | AC.Char | |
lipSyncGroupID | AC.Char | |
listExpectedAnimations (defined in AC.Char) | AC.Char | |
LoadData(PlayerData playerData) | AC.Player | |
AC::NPC.LoadData(NPCData data) | AC.NPC | |
lockDirection | AC.Char | |
lockedPath (defined in AC.Player) | AC.Player | protected |
lockedPathCanReverse (defined in AC.Player) | AC.Player | protected |
lockedPathType (defined in AC.Char) | AC.Char | protected |
lockHotspotHeadTurning (defined in AC.Player) | AC.Player | protected |
lockScale | AC.Char | |
lookDirection (defined in AC.Char) | AC.Char | protected |
mapExpressionsToShapeable | AC.Char | |
minPlayerDistance | AC.NPC | |
motionControl | AC.Char | |
mouthLayer | AC.Char | |
MoveAlongPoints(Vector3[] pointData, bool run, bool allowUpdating=true) | AC.Char | |
moveDirection (defined in AC.Char) | AC.Char | protected |
moveOutOfPlayersWay | AC.NPC | |
moveSpeed (defined in AC.Char) | AC.Char | protected |
MoveSpeed (defined in AC.Char) | AC.Char | |
moveSpeedLerp (defined in AC.Char) | AC.Char | protected |
moveSpeedParameter | AC.Char | |
MoveToPoint(Vector3 point, bool run=false, bool usePathfinding=false) | AC.Char | |
neckBone | AC.Char | |
newRotation (defined in AC.Char) | AC.Char | protected |
OnDisable() (defined in AC.Player) | AC.Player | protectedvirtual |
OnEnable() (defined in AC.Player) | AC.Player | protectedvirtual |
OnEnterTimeline(PlayableDirector director, int trackIndex) | AC.Char | |
OnExitTimeline(PlayableDirector director, int trackIndex) | AC.Char | |
OnSetPlayer(Player player) (defined in AC.Player) | AC.Player | protected |
originalGravityScale (defined in AC.Char) | AC.Char | protected |
OwnerIsPlayer(int index) | AC.Char | |
ownPath (defined in AC.Char) | AC.Char | protected |
PathfindUpdateFrequency | AC.Char | |
pathfindUpdateTime (defined in AC.Char) | AC.Char | protected |
PathUpdate() (defined in AC.Char) | AC.Char | protected |
pausePath (defined in AC.Char) | AC.Char | protected |
phonemeNormalisedParameter | AC.Char | |
phonemeParameter | AC.Char | |
portraitIcon | AC.Char | |
PrepareSpriteChild(bool isTopDown, bool isUnity2D) (defined in AC.Char) | AC.Char | protected |
prepareToJump (defined in AC.Player) | AC.Player | protected |
prevNode (defined in AC.Char) | AC.Char | protected |
RecalculateActivePathfind() | AC.Char | |
ReleaseHeldObject(Hand hand, bool delete) | AC.Char | |
ReleaseHeldObjects(bool delete) | AC.Char | |
ReleaseSorting() | AC.Char | |
ReleaseTimelineHeadTurnOverride() (defined in AC.Char) | AC.Char | |
RemoveFromScene(bool immediately=false) | AC.Player | |
ResetAnimationEngine() (defined in AC.Char) | AC.Char | |
ResetAnimator() | AC.Char | |
ResetBaseClips() | AC.Char | |
ResumeLastPath() | AC.Char | |
retroPathfinding | AC.Char | |
ReverseDirection() (defined in AC.Char) | AC.Char | protected |
ReverseDirectPathDirection() | AC.Player | |
reverseSpeedFactor | AC.Char | |
rightArmBone | AC.Char | |
rightHandBone | AC.Char | |
RightHandIKController (defined in AC.Char) | AC.Char | |
rightMovementLocked (defined in AC.Player) | AC.Player | |
rootTurningFactor | AC.Char | |
rotateSprite3D | AC.Char | |
runAnim | AC.Char | |
runAnimSprite | AC.Char | |
runDistanceThreshold | AC.Char | |
runningLocked (defined in AC.Player) | AC.Player | |
runSound | AC.Char | |
runSpeedScale | AC.Char | |
SaveData(PlayerData playerData) | AC.Player | |
AC::NPC.SaveData(NPCData npcData) | AC.NPC | |
separateTalkingLayer | AC.Char | |
SetAnimEngine(AnimationEngine _animationEngine, string customClassName="") | AC.Char | |
SetExpression(int ID) | AC.Char | |
SetExpression(string _name) | AC.Char | |
SetHeadTurnTarget(Transform _headTurnTarget, Vector3 _headTurnTargetOffset, bool isInstant, HeadFacing _headFacing=HeadFacing.Manual) | AC.Player | virtual |
SetHotspotHeadTurnLock(bool state) | AC.Player | |
SetID(int value) | AC.Player | |
SetLastPath(Paths _lastPathActivePath, int _lastPathTargetNode, int _lastPathPrevNode) (defined in AC.Char) | AC.Char | protected |
SetLockedPath(Paths pathOb, bool canReverse=false, PathSnapping pathSnapping=PathSnapping.SnapToStart, int startingNode=0) | AC.Player | |
SetLookDirection(Vector3 _direction, bool isInstant) | AC.Char | |
SetMoveDirection(Vector3 _direction, bool useSmoothing=false) | AC.Char | |
SetMoveDirectionAsBackward() | AC.Char | |
SetMoveDirectionAsForward() | AC.Char | |
SetName(string newName, int _lineID) | AC.Char | |
SetPath(Paths pathOb, PathSpeed _speed) | AC.Char | |
SetPath(Paths pathOb) | AC.Char | |
SetPath(Paths pathOb, int _targetNode, int _prevNode) | AC.Char | |
SetPath(Paths pathOb, int _targetNode, int _prevNode, bool affectY) | AC.Char | |
SetRotation(Quaternion _rotation) | AC.Char | |
SetRotation(float angle) | AC.Char | |
SetSorting(int order) | AC.Char | |
SetSorting(string layer) | AC.Char | |
SetSpeechVolume(float volume) | AC.Char | |
SetSpriteDirection(CharDirection direction) | AC.Char | |
SetTilt(Vector3 lookAtPosition, bool isInstant) | AC.Player | |
SetTilt(float pitchAngle, bool isInstant) | AC.Player | |
SetTimelineHeadTurnOverride(Transform _timelineHeadTurnTarget, Vector3 _timelineHeadTurnTargetOffset, float _timelineHeadTurnWeight) (defined in AC.Char) | AC.Char | |
SetTranslationID(int index, int _lineID) | AC.Char | |
Show() | AC.Player | virtual |
simulatedMass | AC.Char | |
simulatedVerticalSpeed (defined in AC.Char) | AC.Char | |
skinnedMeshRenderers (defined in AC.Player) | AC.Player | protected |
SnapHeadMovement() | AC.Char | |
SnapToNavMesh2D() (defined in AC.Player) | AC.Player | protected |
soundChild | AC.Char | |
speechAudioSource | AC.Char | |
speechColor | AC.Char | |
speechLabel | AC.Char | |
speechMenuPlacement | AC.Char | |
spriteChild | AC.Char | |
spriteDirection | AC.Char | |
spriteDirectionData | AC.Char | |
spriteScale | AC.Char | |
StartDecelerating() | AC.Char | |
StartLipSync(List< LipSyncShape > _lipSyncShapes) | AC.Char | |
StayAwayFromPlayer() (defined in AC.NPC) | AC.NPC | protected |
StopFollowing() | AC.NPC | |
StopSpeaking() | AC.Char | |
StopTankTurning() (defined in AC.Player) | AC.Player | virtual |
StopTurning() | AC.Char | |
talkAnim | AC.Char | |
talkAnimSprite | AC.Char | |
talkingAnimation | AC.Char | |
talkParameter | AC.Char | |
tankTurnFloat (defined in AC.Player) | AC.Player | protected |
tankTurning (defined in AC.Char) | AC.Char | protected |
TankTurnLeft(float intensity=1f) | AC.Player | |
TankTurnRight(float intensity=1f) | AC.Player | |
targetNode (defined in AC.Char) | AC.Char | protected |
Teleport(Vector3 _position, bool recalculateActivePathFind=false) | AC.Char | |
textScrollClip | AC.Char | |
timelineHeadTurnOverride (defined in AC.Char) | AC.Char | protected |
timelineHeadTurnTarget (defined in AC.Char) | AC.Char | protected |
timelineHeadTurnTargetOffset (defined in AC.Char) | AC.Char | protected |
timelineHeadTurnWeight (defined in AC.Char) | AC.Char | protected |
toggleRun | AC.Player | |
ToString() (defined in AC.Player) | AC.Player | |
Transform | AC.Char | |
TransformForward | AC.Char | |
TransformRight | AC.Char | |
TransformRotation | AC.Char | |
TryNavPoint(Vector3 _direction, float currentDistance) (defined in AC.NPC) | AC.NPC | protected |
turn2DCharactersIn3DSpace | AC.Char | |
turnBeforeWalking | AC.Char | |
turnFloat (defined in AC.Char) | AC.Char | protected |
turningAngleThreshold | AC.Char | |
turnLeftAnim | AC.Char | |
TurnOff() (defined in AC.NPC) | AC.NPC | protected |
TurnOn() (defined in AC.NPC) | AC.NPC | protected |
turnParameter | AC.Char | |
turnRightAnim | AC.Char | |
turnSpeed | AC.Char | |
UpdateFrameFlipping(bool ignoreLockDirectionOption=false) (defined in AC.Char) | AC.Char | protected |
UpdateScale() (defined in AC.Char) | AC.Char | protected |
UpdateSpriteChild(bool isTopDown, bool isUnity2D) (defined in AC.Char) | AC.Char | protected |
UpdateTranslatableString(int index, string updatedText) (defined in AC.Char) | AC.Char | |
upMovementLocked (defined in AC.Player) | AC.Player | |
upperBodyBone | AC.Char | |
useExpressions | AC.Char | |
useRigidbody2DForMovement | AC.Char | |
useRigidbodyForMovement | AC.Char | |
verticalMovementParameter | AC.Char | |
walkAnim | AC.Char | |
walkAnimSprite | AC.Char | |
walkSound | AC.Char | |
walkSpeedScale | AC.Char | |
wallDistance | AC.Char | |
wallLayer | AC.Char | |
wallReductionOnlyParameter | AC.Char | |
WillStopAtNextNode() | AC.Char | |