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Adventure Creator 1.84.3
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2024
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Public Member Functions | |
| override void | OnSpawn () |
| TransformData | SaveTransformData () |
| Serialises appropriate GameObject values into a string. | |
| void | LoadTransformData (TransformData data) |
| Deserialises a string of data, and restores the GameObject to its previous state. | |
| Public Member Functions inherited from AC.ConstantID | |
| virtual string | SaveData () |
| Serialises appropriate GameObject values into a string. Overriden by subclasses. | |
| void | SetManualID (int _id) |
| int | AssignInitialValue (bool forcePrefab=false) |
| Sets a new Constant ID number. | |
| void | SetNewID_Prefab () |
Public Attributes | |
| bool | saveParent |
| bool | saveScenePresence |
| int | linkedPrefabID |
| GlobalLocal | transformSpace = GlobalLocal.Global |
| int | loadOrder |
| Public Attributes inherited from AC.ConstantID | |
| int | constantID |
| bool | retainInPrefab = false |
| AutoManual | autoManual = AutoManual.Automatic |
Properties | |
| bool | SavePrevented [get, set] |
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. | |
| static T | GetComponent< T > (int constantIDValue, GameObject root=null) |
| Gets a component in the Hierarchy that also has a ConstantID component on the same GameObject. | |
| static ConstantID | GetComponent (int constantIDValue) |
| Gets a ConstantID component in the Hierarchy with a given ID number. | |
| static HashSet< T > | GetComponents< T > (int constantIDValue, Scene scene) |
| Gets all components of a particular type within the scene, with a given ConstantID number. | |
| 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. | |
| static T | GetComponent< T > (int constantIDValue, Scene scene, bool sceneOnlyPrioritises=false) |
| Gets a component associated with a given ConstantID number, in a particular scene. | |
| static ConstantID | GetComponent (int constantIDValue, Scene scene, bool sceneOnlyPrioritises=false) |
| Gets a ConstantID component ID number, in a particular scene. | |
| static void | FindLocalReferences (MenuCommand command) |
| static void | FindGlobalReferences (MenuCommand command) |
| 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 () |
Attach this to GameObject whose position, parentage, or scene presence you wish to save.
| void AC.RememberTransform.LoadTransformData | ( | TransformData | data | ) |
Deserialises a string of data, and restores the GameObject to its previous state.
| stringData | The data, serialised as a string |
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virtual |
Initialises the component. This needs to be called if the object it is attached to is generated/spawned at runtime manually through code.
Reimplemented from AC.ConstantID.
| TransformData AC.RememberTransform.SaveTransformData | ( | ) |
Serialises appropriate GameObject values into a string.
| int AC.RememberTransform.linkedPrefabID |
If non-zero, the Constant ID number of the prefab to re-spawn if not present in the scene, but saveScenePresence = true. If zero, the prefab will be assumed to have the same ID as this.
| int AC.RememberTransform.loadOrder |
An integer used to sort the order in which RememberTransform scripts are loaded. Note that RememberTransform scripts will always be loaded before regular Remember scripts.
| bool AC.RememberTransform.saveParent |
True if the GameObject's change in parent should be recorded
| bool AC.RememberTransform.saveScenePresence |
True if the GameObject's change in scene presence should be recorded
| GlobalLocal AC.RememberTransform.transformSpace = GlobalLocal.Global |
How to reference transform co-ordinates (Global, Local)
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getset |
If True, saving is prevented