Adventure Creator  1.79.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
AC.RememberParticleSystem Class Reference
Inheritance diagram for AC.RememberParticleSystem:
AC.Remember AC.ConstantID

Public Member Functions

override string SaveData ()
 Serialises appropriate GameObject values into a string. Overriden by subclasses. More...
 
override void LoadData (string stringData)
 Deserialises a string of data, and restores the GameObject to its previous state. Overridden by subclasses. More...
 
- Public Member Functions inherited from AC.Remember
virtual IEnumerator LoadDataCo (string stringData)
 Deserialises a string of data, and restores the GameObject to its previous state. By default, this just runs LoadData - only override this if the loading process takes multiple frames More...
 
- Public Member Functions inherited from AC.ConstantID
int AssignInitialValue (bool forcePrefab=false)
 Sets a new Constant ID number. More...
 
void SetNewID_Prefab ()
 
void SetManualID (int _id)
 

Additional Inherited Members

- Static Public Member Functions inherited from AC.ConstantID
static HashSet< T > GetComponents< T > (int constantIDValue)
 Gets all components in the Hierarchy that also have a ConstantID component on the same GameObject. More...
 
static T GetComponent< T > (int constantIDValue)
 Gets a component in the Hierarchy that also has a ConstantID component on the same GameObject. More...
 
static ConstantID GetComponent (int constantIDValue)
 Gets a ConstantID component in the Hierarchy with a given ID number. More...
 
static HashSet< T > GetComponents< T > (int constantIDValue, Scene scene)
 Gets all components of a particular type within the scene, with a given ConstantID number. More...
 
static HashSet< T > GetComponents< T > (Scene scene)
 Gets all components of a particular type within the scene. Only components with an associated ConstantID number will be returned. More...
 
static T GetComponent< T > (int constantIDValue, Scene scene, bool sceneOnlyPrioritises=false)
 Gets a component associated with a given ConstantID number, in a particular scene More...
 
static ConstantID GetComponent (int constantIDValue, Scene scene, bool sceneOnlyPrioritises=false)
 Gets a ConstantID component ID number, in a particular scene More...
 
static void FindLocalReferences (MenuCommand command)
 
static void FindGlobalReferences (MenuCommand command)
 
- Public Attributes inherited from AC.ConstantID
int constantID
 
bool retainInPrefab = false
 
AutoManual autoManual = AutoManual.Automatic
 
- Protected Member Functions inherited from AC.ConstantID
void OnEnable ()
 
virtual void Start ()
 
void OnDisable ()
 
virtual void OnInitialiseScene ()
 
bool[] StringToBoolArray (string _string)
 
int[] StringToIntArray (string _string)
 
float[] StringToFloatArray (string _string)
 
string[] StringToStringArray (string _string)
 
string ArrayToString< T > (T[] _list)
 
void Update ()
 
- Protected Attributes inherited from AC.Remember
bool savePrevented = false
 
- Properties inherited from AC.Remember
bool SavePrevented [get, set]
 
virtual int LoadOrder [get]
 

Detailed Description

Attach this to ParticleSystem components whose current playback state you wish to save. This will save whether the ParticleSystem is playing or paused, as well as the current length of time it has been playing.

Member Function Documentation

◆ LoadData()

override void AC.RememberParticleSystem.LoadData ( string  stringData)
virtual

Deserialises a string of data, and restores the GameObject to its previous state. Overridden by subclasses.

Parameters
stringDataThe data, serialised as a string

Reimplemented from AC.Remember.

◆ SaveData()

override string AC.RememberParticleSystem.SaveData ( )
virtual

Serialises appropriate GameObject values into a string. Overriden by subclasses.

Returns
The data, serialised as a string (empty in the base class)

Reimplemented from AC.ConstantID.