A data container for saving the state of a Player. Each Player in a game has its own instance of this class stored in SaveData by SaveSystem.
◆ ClearPathData()
| void AC.PlayerData.ClearPathData |
( |
| ) |
|
Clears all data related to current pathfinding and movement
◆ CopyPosition()
| void AC.PlayerData.CopyPosition |
( |
PlayerData | playerData | ) |
|
Copies the record of the Player's current position from another PlayerData instance.
- Parameters
-
| playerData | The PlayerData class instance to copy from |
◆ UpdateCurrentAndShiftPrevious() [1/2]
| void AC.PlayerData.UpdateCurrentAndShiftPrevious |
( |
int | newSceneIndex | ) |
|
Updates the internal record of the player's current scene.
- Parameters
-
| newSceneIndex | The index of the new scene |
◆ UpdateCurrentAndShiftPrevious() [2/2]
| void AC.PlayerData.UpdateCurrentAndShiftPrevious |
( |
string | newSceneName | ) |
|
Updates the internal record of the player's current scene.
- Parameters
-
| newSceneIndex | The index of the new scene |
◆ UpdateFromTempPosition()
| void AC.PlayerData.UpdateFromTempPosition |
( |
Player | sceneInstance | ) |
|
Updates the record of the Player's current position, based on data made when their scene was not active.
- Parameters
-
| sceneInstance | The scene instance of the Player to affect |
◆ UpdatePosition() [1/3]
| void AC.PlayerData.UpdatePosition |
( |
int | newSceneIndex, |
|
|
TeleportPlayerStartMethod | teleportPlayerStartMethod, |
|
|
int | playerStartID ) |
Updates the record of the Player's current position.
- Parameters
-
| newSceneIndex | The scene in which to place the Player in |
| teleportPlayerStartMethod | How to select which PlayerStart to appear at (SceneDefault, BasedOnPrevious, EnteredHere) |
| playerStartID | The Constant ID value of the PlayerStart for the Player to appear at |
◆ UpdatePosition() [2/3]
| void AC.PlayerData.UpdatePosition |
( |
string | newSceneName, |
|
|
TeleportPlayerStartMethod | teleportPlayerStartMethod, |
|
|
int | playerStartID ) |
Updates the record of the Player's current position.
- Parameters
-
| newSceneName | The scene in which to place the Player in |
| teleportPlayerStartMethod | How to select which PlayerStart to appear at (SceneDefault, BasedOnPrevious, EnteredHere) |
| playerStartID | The Constant ID value of the PlayerStart for the Player to appear at |
◆ UpdatePosition() [3/3]
| void AC.PlayerData.UpdatePosition |
( |
TeleportPlayerStartMethod | teleportPlayerStartMethod, |
|
|
PlayerStart | playerStart ) |
Updates the record of the Player's current position to the current scene.
- Parameters
-
| teleportPlayerStartMethod | How to select which PlayerStart to appear at (SceneDefault, BasedOnPrevious, EnteredHere) |
| playerStart | The PlayerStart for the Player to appear at |
◆ activeDocumentID
| int AC.PlayerData.activeDocumentID = -1 |
◆ attachmentPointDatas
Data related to which objects are held in the Player's hands
◆ collectedDocumentData
| string AC.PlayerData.collectedDocumentData = "" |
A record of the Documents collected
◆ currentScene
| int AC.PlayerData.currentScene = -1 |
◆ currentSceneName
| string AC.PlayerData.currentSceneName = "" |
◆ customSortingMapID
| int AC.PlayerData.customSortingMapID = 0 |
◆ followAcrossScenes
| bool AC.PlayerData.followAcrossScenes = false |
If True, and the character is an inactive Player, they can follow the active Player across scenes
◆ followDistance
| float AC.PlayerData.followDistance = 0f |
The distance that the non-active-Players keeps with when following its target
◆ followDistanceMax
| float AC.PlayerData.followDistanceMax = 0f |
The maximum distance that the non-active-Players keeps when following its target
◆ followFaceWhenIdle
| bool AC.PlayerData.followFaceWhenIdle = false |
If True, the non-active-Players will face their follow target when idle
◆ followFrequency
| float AC.PlayerData.followFrequency = 0f |
The frequency with which the non-active-Players follows its target
◆ followRandomDirection
| bool AC.PlayerData.followRandomDirection = false |
If True, the non-active-Players will stand a random direction from their target
◆ followSortingMap
| bool AC.PlayerData.followSortingMap = false |
◆ followTargetID
| int AC.PlayerData.followTargetID = 0 |
The Constant ID number of the non-active-Players's follow target
◆ followTargetIsPlayer
| bool AC.PlayerData.followTargetIsPlayer = false |
True if the non-active-Players is following the player
◆ fpCameraPitch
| float AC.PlayerData.fpCameraPitch = 0f |
The pitch of the first-person camera, if used
◆ gameCamera
| int AC.PlayerData.gameCamera = 0 |
The Constant ID number of the active _Camera
◆ headTargetID
| int AC.PlayerData.headTargetID = 0 |
The ConstantID number of the head target Transform
◆ headTargetX
| float AC.PlayerData.headTargetX = 0f |
The Player's head target's X position (offset)
◆ headTargetY
| float AC.PlayerData.headTargetY = 0f |
The Player's head target's Y position (offset)
◆ headTargetZ
| float AC.PlayerData.headTargetZ = 0f |
The Player's head target's Z position (offset)
◆ inCustomCharState
| bool AC.PlayerData.inCustomCharState = false |
If True, the Player is playing a custom animation
◆ inventoryData
| string AC.PlayerData.inventoryData = "" |
What Inventory Items (see: InvItem) the player is currently carrying
◆ isHeadTurning
| bool AC.PlayerData.isHeadTurning = false |
True if the Player's head is facing a particular object
◆ isSplitScreen
| bool AC.PlayerData.isSplitScreen = false |
True if split-screen is currently active
◆ isTopLeftSplit
| bool AC.PlayerData.isTopLeftSplit = false |
True if the gameplay is performed in the top (or left) side during split-screen
◆ lastNavCamera
| int AC.PlayerData.lastNavCamera = 0 |
The Constant ID number of the last active _Camera during gameplay
◆ lastNavCamera2
| int AC.PlayerData.lastNavCamera2 = 0 |
The Constant ID number of the last active-but-one _Camera during gameplay
◆ lastOpenDocumentPagesData
| string AC.PlayerData.lastOpenDocumentPagesData = "" |
◆ lastPlayerActivePath
| int AC.PlayerData.lastPlayerActivePath = 0 |
The Constant ID number of the Player's last-used Path
◆ lastPlayerPrevNode
| int AC.PlayerData.lastPlayerPrevNode = 0 |
The previous node number of the Player's last-used Path
◆ lastPlayerTargetNode
| int AC.PlayerData.lastPlayerTargetNode = 0 |
The target node number of the Player's last-used Path
◆ leftHandIKState
| string AC.PlayerData.leftHandIKState |
Data related to the character's left hand Ik state
◆ leftHandSceneItemConstantID
| int AC.PlayerData.leftHandSceneItemConstantID |
◆ mainCameraLocX
| float AC.PlayerData.mainCameraLocX = 0f |
◆ mainCameraLocY
| float AC.PlayerData.mainCameraLocY = 0f |
◆ mainCameraLocZ
| float AC.PlayerData.mainCameraLocZ = 0f |
◆ mainCameraRotX
| float AC.PlayerData.mainCameraRotX = 0f |
◆ mainCameraRotY
| float AC.PlayerData.mainCameraRotY = 0f |
◆ mainCameraRotZ
| float AC.PlayerData.mainCameraRotZ = 0f |
◆ openSubSceneNames
| string AC.PlayerData.openSubSceneNames = "" |
The details any sub-scenes that are also open (as names)
◆ openSubScenes
| string AC.PlayerData.openSubScenes = "" |
The details any sub-scenes that are also open (as build indices)
◆ overlayRectX
| float AC.PlayerData.overlayRectX |
During box-overlay, the size and position of the overlay effect
◆ playerActivePath
| int AC.PlayerData.playerActivePath = 0 |
The Constant ID number of the Player's current Path
◆ playerDisplayLineID
| int AC.PlayerData.playerDisplayLineID = 0 |
The ID number that references the Player's name, as generated by the Speech Manager
◆ playerDownLock
| bool AC.PlayerData.playerDownLock = false |
True if the Player cannot move down
◆ playerFreeAimLock
| bool AC.PlayerData.playerFreeAimLock = false |
True if free-aiming is prevented
◆ playerID
| int AC.PlayerData.playerID = 0 |
The ID number of the Player that this data references
◆ playerIdleAnim
| string AC.PlayerData.playerIdleAnim = "" |
◆ playerIgnoreGravity
| bool AC.PlayerData.playerIgnoreGravity = false |
True if the Player's Rigidbody is unaffected by gravity
◆ playerIsRunning
| bool AC.PlayerData.playerIsRunning = false |
True if the Player is currently running
◆ playerLeftlock
| bool AC.PlayerData.playerLeftlock = false |
True if the Player cannot move left
◆ playerLockDirection
| bool AC.PlayerData.playerLockDirection = false |
True if a sprite-based Player is locked to face a particular direction
◆ playerLockedPath
| bool AC.PlayerData.playerLockedPath = false |
True if the Player is locked along a Path
◆ playerLockedPathReversing
| bool AC.PlayerData.playerLockedPathReversing = false |
True if the Player is locked along a Path, and going backwards
◆ playerLockedPathType
| int AC.PlayerData.playerLockedPathType |
The type of Path the Player is locked along, if playerLockedPathReversing = true
◆ playerLockHotspotHeadTurning
| bool AC.PlayerData.playerLockHotspotHeadTurning = false |
◆ playerLockScale
| bool AC.PlayerData.playerLockScale = false |
True if a sprite-based Player has its scale locked
◆ playerLockSorting
| bool AC.PlayerData.playerLockSorting = false |
True if a sprite-based Player has its sorting locked
◆ playerLocX
| float AC.PlayerData.playerLocX = 0f |
◆ playerLocY
| float AC.PlayerData.playerLocY = 0f |
◆ playerLocZ
| float AC.PlayerData.playerLocZ = 0f |
◆ playerObjectivesData
| string AC.PlayerData.playerObjectivesData = "" |
A record of the player's current objectives
◆ playerPathAffectY
| bool AC.PlayerData.playerPathAffectY = false |
True if the Player's current Path affects the Y position
◆ playerPathData
| string AC.PlayerData.playerPathData = "" |
The positions of each node in a pathfinding-generated Path
◆ playerPortraitGraphic
| string AC.PlayerData.playerPortraitGraphic = "" |
A unique identified for the portrait graphic
◆ playerPrevNode
| int AC.PlayerData.playerPrevNode = 0 |
The previous node number of the current Path
◆ playerRightLock
| bool AC.PlayerData.playerRightLock = false |
True if the Player cannot move right
◆ playerRotY
| float AC.PlayerData.playerRotY = 0f |
◆ playerRunAnim
| string AC.PlayerData.playerRunAnim = "" |
◆ playerRunLock
| int AC.PlayerData.playerRunLock = 0 |
◆ playerRunSound
| string AC.PlayerData.playerRunSound = "" |
A unique identifier for the run sound AudioClip
◆ playerRunSpeed
| float AC.PlayerData.playerRunSpeed = 0f |
◆ playerScriptData
◆ playerSortingLayer
| string AC.PlayerData.playerSortingLayer = "" |
The order in layer of a sprite-based Player
◆ playerSortingOrder
| int AC.PlayerData.playerSortingOrder = 0 |
The sorting order of a sprite-based Player
◆ playerSpeechLabel
| string AC.PlayerData.playerSpeechLabel = "" |
◆ playerSpriteDirection
| string AC.PlayerData.playerSpriteDirection = "" |
The direction that a sprite-based Player is currently facing
◆ playerSpriteScale
| float AC.PlayerData.playerSpriteScale = 0f |
The scale of a sprite-based Player
◆ playerTalkAnim
| string AC.PlayerData.playerTalkAnim = "" |
◆ playerTargetNode
| int AC.PlayerData.playerTargetNode = 0 |
The target node number of the current Path
◆ playerUpLock
| bool AC.PlayerData.playerUpLock = false |
True if the Player cannot move up
◆ playerWalkAnim
| string AC.PlayerData.playerWalkAnim = "" |
◆ playerWalkSound
| string AC.PlayerData.playerWalkSound = "" |
A unique identifier for the walk sound AudioClip
◆ playerWalkSpeed
| float AC.PlayerData.playerWalkSpeed = 0f |
◆ previousScene
| int AC.PlayerData.previousScene = -1 |
The last-visited scene number
◆ previousSceneName
| string AC.PlayerData.previousSceneName = "" |
The last-visited scene name
◆ rightHandIKState
| string AC.PlayerData.rightHandIKState |
Data related to the character's right hand Ik state
◆ rightHandSceneItemConstantID
| int AC.PlayerData.rightHandSceneItemConstantID |
◆ shakeDuration
| float AC.PlayerData.shakeDuration = 0f |
The duration, in seconds, of the current camera shake
◆ shakeEffect
| int AC.PlayerData.shakeEffect = 0 |
The int-converted value of CamersShakeEffect
◆ shakeIntensity
| float AC.PlayerData.shakeIntensity = 0f |
The intensity of the current camera shake
◆ splitAmountMain
| float AC.PlayerData.splitAmountMain = 0f |
During split-screen, the proportion of the screen that the gameplay camera takes up
◆ splitAmountOther
| float AC.PlayerData.splitAmountOther = 0f |
During split-screen, the proportion of the screen that the non-gameplay camera take up
◆ splitCameraID
| int AC.PlayerData.splitCameraID = 0 |
The Constant ID number of the split-screen camera that gameplay is not performed in
◆ splitIsVertical
| bool AC.PlayerData.splitIsVertical = false |
True if split-screen is arranged vertically
◆ spriteDirectionData
| string AC.PlayerData.spriteDirectionData |
Data related to the character's available sprite directions
◆ tempPlayerStart
| int AC.PlayerData.tempPlayerStart = 0 |
◆ PlayerPosition
| Vector3 AC.PlayerData.PlayerPosition |
|
get |
◆ PlayerRotation
| Quaternion AC.PlayerData.PlayerRotation |
|
get |