Adventure Creator 1.84.3
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2024
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AC.RememberVideoPlayer Class Reference
Inheritance diagram for AC.RememberVideoPlayer:
AC.Remember AC.ConstantID

Public Member Functions

override string SaveData ()
 Serialises appropriate GameObject values into a string. Overriden by subclasses.
override 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.
Public Member Functions inherited from AC.Remember
virtual void LoadData (string stringData)
 Deserialises a string of data, and restores the GameObject to its previous state. Overridden by subclasses.
Public Member Functions inherited from AC.ConstantID
virtual void OnSpawn ()
void SetManualID (int _id)
int AssignInitialValue (bool forcePrefab=false)
 Sets a new Constant ID number.
void SetNewID_Prefab ()

Public Attributes

bool saveClipAsset
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.
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 ()
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 GameObjects whose VideoPlayer's playback state you wish to save.

Member Function Documentation

◆ LoadDataCo()

override IEnumerator AC.RememberVideoPlayer.LoadDataCo ( string stringData)
virtual

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.

Parameters
stringDataThe data, serialised as a string

Reimplemented from AC.Remember.

◆ SaveData()

override string AC.RememberVideoPlayer.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.

Member Data Documentation

◆ saveClipAsset

bool AC.RememberVideoPlayer.saveClipAsset

If True, the VideoClip assigned in the VideoPlayer component will be stored in save game files.