| _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 | |
| 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 | |
| attachmentPoints (defined in AC.Char) | AC.Char | |
| 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 | |
| CircleCollider (defined in AC.Char) | 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 | AC.Player | |
| firstPersonCamera (defined in AC.Player) | AC.Player | protected |
| FirstPersonCameraComponent (defined in AC.Player) | AC.Player | |
| firstPersonCameraTransform (defined in AC.Player) | AC.Player | protected |
| Flatten3D(Vector3 direction) (defined in AC.Char) | AC.Char | 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 | |
| ForceTalkingMode | 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(int attachmentPointID) | 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 |
| GetUpAmount(Vector3 direction) (defined in AC.Char) | AC.Char | protected |
| 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, int attachmentPointID) | AC.Char | |
| hotspotDetector | AC.Player | |
| ID | AC.Player | |
| id (defined in AC.Player) | AC.Player | protected |
| 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 | |
| jumpSpeed | AC.Player | |
| LayerOff (defined in AC.NPC) | AC.NPC | protected |
| LayerOn (defined in AC.NPC) | AC.NPC | protected |
| leftArmBone | 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 | |
| LockedEndIndex (defined in AC.Char) | AC.Char | |
| lockedEndIndex (defined in AC.Char) | AC.Char | protected |
| 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 | AC.Player | |
| 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 | |
| moveSpeed (defined in AC.Char) | AC.Char | protected |
| 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 |
| OnBeforeLoading(SaveFile saveFile) (defined in AC.Player) | AC.Player | 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 | |
| OnInitialiseScene() (defined in AC.Player) | AC.Player | protected |
| 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(int attachmentPointID, 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 | |
| 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 | |
| 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 |
| 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, bool flatten3D=true) | 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 |
| 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 | |
| UpDirection | AC.Char | |
| Upgrade() (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 | |
| walkSpeedScale | AC.Char | |
| wallDistance | AC.Char | |
| WallLayerMask (defined in AC.Char) | AC.Char | |
| wallLayerMask | AC.Char | |
| wallReductionOnlyParameter | AC.Char | |
| WillStopAtNextNode() | AC.Char | |