Adventure Creator  1.71.0
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2019
AC.RememberTimeline Class Reference
Inheritance diagram for AC.RememberTimeline:
AC.Remember AC.ConstantID

Public Member Functions

override string SaveData ()
 Serialises appropriate GameObject values into a string. 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.ConstantID
int AssignInitialValue (bool forcePrefab=false)
 Sets a new Constant ID number. More...
 
void SetNewID_Prefab ()
 

Public Attributes

bool saveBindings
 
bool saveTimelineAsset
 
bool evaluateWhenStopped
 
- Public Attributes inherited from AC.ConstantID
int constantID
 
bool retainInPrefab = false
 
AutoManual autoManual = AutoManual.Automatic
 

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)
 
- Protected Member Functions inherited from AC.ConstantID
bool GameIsPlaying ()
 
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]
 

Detailed Description

Attach this script to PlayableDirector objects you wish to save.

Member Function Documentation

◆ LoadData()

override void AC.RememberTimeline.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.ConstantID.

◆ SaveData()

override string AC.RememberTimeline.SaveData ( )
virtual

Serialises appropriate GameObject values into a string.

Returns
The data, serialised as a string

Reimplemented from AC.ConstantID.

Member Data Documentation

◆ evaluateWhenStopped

bool AC.RememberTimeline.evaluateWhenStopped

If True, and the Timeline was not playing when it was saved, it will be evaluated at its playback point - causing the effects of it running at that single frame to be restored

◆ saveBindings

bool AC.RememberTimeline.saveBindings

If True, the GameObjects bound to the Timeline will be stored in save game files

◆ saveTimelineAsset

bool AC.RememberTimeline.saveTimelineAsset

If True, the Timeline asset assigned in the PlayableDirector's Timeline field will be stored in save game files.