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override void | _Update () |
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override void | _LateUpdate () |
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override void | _FixedUpdate () |
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void | TankTurnLeft (float intensity=1f) |
| Makes the Player spot-turn left during gameplay. This needs to be called every frame of the turn. More...
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void | TankTurnRight (float intensity=1f) |
| Makes the Player spot-turn right during gameplay. This needs to be called every frame of the turn. More...
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void | CancelPathfindRecalculations () |
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override void | StopTankTurning () |
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override float | GetTurnFloat () |
| Gets the rate at which the character is turning (negative values used when turning anti-clockwise). More...
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void | ForceTurnFloat (float _value) |
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override bool | IsCapableOfJumping () |
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bool | Jump (bool mustBeGrounded=true, bool mustNotBeMidJump=true) |
| Causes the Player to jump, so long as a Rigidbody or Character Controller component is attached. More...
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override void | EndPath () |
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void | ReverseDirectPathDirection () |
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void | SetLockedPath (Paths pathOb, bool canReverse=false, PathSnapping pathSnapping=PathSnapping.SnapToStart, int startingNode=0) |
| Locks the Player to a Paths object during gameplay, if using Direct movement. This allows the designer to constrain the Player's movement to a Path, even though they can move freely along it. More...
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bool | IsLockedToPath () |
| Checks if the Player is constrained to move along a Paths object during gameplay. More...
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bool | AllDirectionsLocked () |
| Checks if the Player is prevented from being moved directly in all four directions. More...
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bool | IsTilting () |
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float | GetTilt () |
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void | SetTilt (Vector3 lookAtPosition, bool isInstant) |
| Sets the tilt of a first-person camera. More...
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void | SetTilt (float pitchAngle, bool isInstant) |
| Sets the tilt of a first-person camera. More...
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override void | SetHeadTurnTarget (Transform _headTurnTarget, Vector3 _headTurnTargetOffset, bool isInstant, HeadFacing _headFacing=HeadFacing.Manual) |
| Controls the head-facing position. More...
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void | SetHotspotHeadTurnLock (bool state) |
| Sets the enabled state of Player's ability to head-turn towards Hotspots. More...
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PlayerData | SaveData (PlayerData playerData) |
| Updates a PlayerData class with its own variables that need saving. More...
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bool | IsLocalPlayer () |
| Checks if the player is local to the scene, and not from a prefab. More...
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IEnumerator | LoadData (PlayerData playerData) |
| Updates its own variables from a PlayerData class. More...
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virtual void | Hide () |
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virtual void | Show () |
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void | RemoveFromScene (bool immediately=false) |
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bool | IsFollowingActivePlayerAcrossScenes () |
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override string | ToString () |
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override bool | IsActivePlayer () |
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IEnumerator | SetID (int value) |
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void | StopFollowing () |
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void | FollowAssign (Char _followTarget, bool _followTargetIsPlayer, float _followFrequency, float _followDistance, float _followDistanceMax, bool _faceWhenIdle=false, bool _followRandomDirection=true, bool _followAcrossScenes=false) |
| Assigns a new target (NPC or Player) to start following. More...
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NPCData | SaveData (NPCData npcData) |
| Updates a NPCData class with its own variables that need saving. More...
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void | LoadData (NPCData data) |
| Updates its own variables from a NPCData class. More...
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AC.Char | GetFollowTarget () |
| Gets the character that the NPC is currently following, if any. More...
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void | HideFromView (Player player=null) |
| Moves the NPC out of the view by basically teleporting them very far away. More...
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override string | ToString () |
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void | Convert () |
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void | RecalculateActivePathfind () |
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bool | AccurateDestination () |
| Checks if the character should attempt to be as accurate as possible when moving to a destination. More...
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void | Teleport (Vector3 _position, bool recalculateActivePathFind=false) |
| Teleports the character. The message 'OnTeleport' will be sent to the character's GameObject after the position is set. More...
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void | SetRotation (Quaternion _rotation) |
| Instantly rotates the character More...
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void | SetRotation (float angle) |
| Instantly rotates the Player More...
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void | StopTurning () |
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float | GetAngleDifference () |
| Gets the difference between the character's current facing angle, and the angle they wish to face. More...
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void | SetLookDirection (Vector3 _direction, bool isInstant) |
| Sets the intended direction to face. More...
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void | SetMoveDirection (Vector3 _direction, bool useSmoothing=false) |
| Moves the character in a particular direction. More...
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void | SetMoveDirectionAsForward () |
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void | SetMoveDirectionAsBackward () |
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Animation | GetAnimation () |
| Gets the character's Animation component. More...
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Animator | GetAnimator () |
| Gets the character's Animator component. An Animator placed on the spriteChild GameObject will be given priority. More...
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void | ResetAnimator () |
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Vector3 | GetMoveDirection () |
| Gets the direction that the character is moving in. More...
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bool | WillStopAtNextNode () |
| Checks if the character is pathfinding, and the next node on the path will be their intended destination More...
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bool | IsPathfinding () |
| Checks if the character is currently pathfinding to a pre-determined destination More...
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void | EndPath (Paths optionalPath, bool stopTurningToo=true) |
| Stops the character from moving along the current Paths object. More...
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void | StartDecelerating () |
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void | ResumeLastPath () |
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void | ForgetLastPath () |
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void | Halt (bool haltTurning=true) |
| Stops the character moving. More...
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void | ForceIdle () |
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bool | IsTurningBeforeWalking () |
| Checks if the character is spot-turning before making their move. isTurningBeforeWalking must be True for this to ever be the case. More...
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void | SetPath (Paths pathOb, PathSpeed _speed) |
| Assigns the character to a Paths object to move along. This is not the same as pathfinding - this assumes a path has already been defined. More...
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void | SetPath (Paths pathOb) |
| Assigns the character to a Paths object to move along. This is not the same as pathfinding - this assumes a path has already been defined. More...
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void | SetPath (Paths pathOb, int _targetNode, int _prevNode) |
| Assigns the character to a Paths object to move along. This is not the same as pathfinding - this assumes a path has already been defined. More...
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void | SetPath (Paths pathOb, int _targetNode, int _prevNode, bool affectY) |
| Assigns the character to a Paths object to move along. This is not the same as pathfinding - this assumes a path has already been defined. More...
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Paths | GetPath () |
| Gets the current Paths object that the character is moving along. If the character is pathfinding, the Paths component on the character's root will be returned. More...
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int | GetTargetNode () |
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int | GetPreviousNode () |
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Paths | GetLastPath () |
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void | MoveToPoint (Vector3 point, bool run=false, bool usePathfinding=false) |
| Moves towards a point in the scene. More...
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void | MoveAlongPoints (Vector3[] pointData, bool run, bool allowUpdating=true) |
| Moves along a series of points in the scene. More...
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void | ResetBaseClips () |
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float | GetSpriteAngle () |
| Gets the angle that a 2D character's sprite is facing, relative to the root. More...
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string | GetSpriteDirection (bool ignoreFrameFlipping=false) |
| Gets the suffix to add to sprite animations that account for the facing direction - e.g. "Walk" -> "Walk_DR". More...
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int | GetSpriteDirectionInt (bool ignoreFrameFlipping=false) |
| Gets the direction that a 2D character is facing (Down = 0, Left = 1, Right = 2, Up = 3, DownLeft = 4, DownRight = 5, UpLeft = 6, UpRight = 7) More...
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void | SetSpriteDirection (CharDirection direction) |
| Locks a 2D character's sprite to face a particular direction. More...
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void | ResetAnimationEngine () |
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float | FlattenSpriteAngle (float angle, AngleSnapping _angleSnapping) |
| Snaps a given angle to the nearest 90 or 45 degrees More...
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void | SetSorting (int order) |
| Locks the Renderer's sortingOrder. More...
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void | SetSorting (string layer) |
| Locks the Renderer's sorting layer. More...
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void | ReleaseSorting () |
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float | GetMoveSpeed (bool reduceNonFacing=false) |
| Gets the current movement speed. More...
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void | ClearHeadTurnTarget (bool isInstant, HeadFacing _headFacing) |
| Ceases a particular type of head-facing. More...
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void | ClearHeadTurnTarget (bool isInstant) |
| Stops the head from facing a fixed point. More...
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void | SnapHeadMovement () |
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bool | IsMovingHead () |
| Checks if the head is rotating to face its target, but has not yet reached it. More...
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Shapeable | GetShapeable () |
| Gets the Shapeable script component attached to the GameObject's root or child. More...
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Vector3 | GetHeadTurnTarget () |
| Gets the position of where the character's head is facing towards. More...
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bool | HoldObject (GameObject objectToHold, Hand hand) |
| Parents an object to the character's hand More...
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void | ReleaseHeldObjects () |
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Vector3 | GetSpeechWorldPosition () |
| Gets the position of the top of the character, in world-space. More...
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Vector2 | GetSpeechScreenPosition (bool keepWithinScreen=true) |
| Gets the position of the top of the character, in screen-space. More...
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void | StartLipSync (List< LipSyncShape > _lipSyncShapes) |
| Begins a lip-syncing animation based on a series of LipSyncShapes. More...
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int | GetLipSyncFrame () |
| Gets the current lip-sync frame. More...
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float | GetLipSyncNormalised () |
| Gets the current lip-sync frame, as a fraction of the total number of phoneme frames. More...
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bool | LipSyncGameObject () |
| Checks if the character is playing a lip-sync animation that affects the GameObject. More...
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void | StopSpeaking () |
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int | GetExpressionID (string expressionLabel) |
| Gets the ID number of the Expression that has a specific label. More...
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int | GetExpressionID () |
| Gets the ID number of the currently-active Expression. More...
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void | ClearExpression () |
| Clears the current Expression so that the default portrait icon is used. More...
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void | SetExpression (int ID) |
| Changes the active Expression. More...
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void | SetExpression (string _name) |
| Changes the active Expression. More...
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CursorIconBase | GetPortrait () |
| Gets the active portrait that's displayed in a MenuGraphic element when the character speaks. The portrait can change if an Expression has been defined. More...
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bool | IsGrounded (bool reportError=false) |
| Checks if the character (if 3D) is in contact with the ground. More...
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MotionControl | GetMotionControl () |
| Gets the extent to which motion is controlled by the character script (Automatic, JustTurning, Manual). More...
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Vector3 | GetTargetPosition (bool wantFinalDestination=false) |
| Gets the character's destination when walking along a path. More...
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Quaternion | GetTargetRotation () |
| Gets the character's target rotation. More...
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Quaternion | GetFrameRotation () |
| Gets the character's calculated rotation for this frame. This is not the same as GetTargetRotation, which is the 'final' rotation, but instead the rotation that a smoothly-rotated character should take. More...
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AnimEngine | GetAnimEngine () |
| Gets the character's AnimEngine ScriptableObject. More...
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void | SetAnimEngine (AnimationEngine _animationEngine, string customClassName="") |
| Sets the character's AnimEngine ScriptableObject. More...
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float | GetHeightChange () |
| Gets the character's change in height over the last frame. More...
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bool | IsReversing () |
| Checks if the character is moving backwards. More...
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bool | IsTurning () |
| Checks if the character is turning. More...
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bool | IsTurning (float maxAngleThreshold) |
| Checks if the character is turning. More...
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bool | IsMovingAlongPath () |
| Checks if the character is moving along a path. More...
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string | GetName (int languageNumber=0) |
| Gets the Character's current display name. More...
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void | SetName (string newName, int _lineID) |
| Renames the Character mid-game. More...
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void | SetSpeechVolume (float volume) |
| Updates the volume level of the Character's speech audio. More...
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Speech | GetCurrentSpeech () |
| Gets the character's current speech line More...
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void | OnEnterTimeline (PlayableDirector director, int trackIndex) |
| Called whenever the character is bound to a Timeline track that's starting, and used to deactivate certain control components to allow them freedom. More...
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void | OnExitTimeline (PlayableDirector director, int trackIndex) |
| Called whenever the character is bound to a Timeline track that's ending, and used to re-activate certain control components. More...
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Sprite | GetPortraitSprite () |
| Gets a Sprite based on the portrait graphic of the character. If lipsincing is enabled, the sprite will be based on the current phoneme. More...
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string | GetTranslatableString (int index) |
| Gets the text to be translated, given its index. More...
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int | GetTranslationID (int index) |
| Gets the translation ID of a given text index. More...
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AC_TextType | GetTranslationType (int index) |
| Gets the translation type of a given text index. More...
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void | UpdateTranslatableString (int index, string updatedText) |
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int | GetNumTranslatables () |
| Gets the maximum number of possible translatable texts. More...
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bool | HasExistingTranslation (int index) |
| Checks if a given text index has already been assigned a unique translation ID. More...
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void | SetTranslationID (int index, int _lineID) |
| Sets the translation ID of a given text index More...
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string | GetOwner (int index) |
| Gets the name of the translatable text's owner. In the case of speech text, it is the name of the character. In the case of menu element text, it is the name of the menu element. More...
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bool | OwnerIsPlayer (int index) |
| Checks if the translatable text's owner is a Player. This is necessary for speech lines, since multiple player prefabs can feasibly share the same line. More...
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bool | CanTranslate (int index) |
| Checks if a given text index can and should be translated. More...
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void | SetTimelineHeadTurnOverride (Transform _timelineHeadTurnTarget, Vector3 _timelineHeadTurnTargetOffset, float _timelineHeadTurnWeight) |
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void | ReleaseTimelineHeadTurnOverride () |
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