Adventure Creator  1.68.4
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2018
AC.RuntimeActionList Class Reference
Inheritance diagram for AC.RuntimeActionList:
AC.ActionList

Public Member Functions

void DownloadActions (ActionListAsset actionListAsset, Conversation endConversation, int i, bool doSkip, bool addToSkipQueue, bool dontRun=false)
 Downloads and runs the settings and Actions stored within an ActionListAsset. More...
 
override void Kill ()
 
void DestroySelf ()
 
- Public Member Functions inherited from AC.ActionList
void Initialise ()
 
virtual void Interact ()
 
void RunFromIndex (int index)
 Runs the Actions from a set point. More...
 
void Interact (int i, bool addToSkipQueue)
 Runs the Actions from a set point. More...
 
void Skip ()
 
void Skip (int i)
 Runs the Actions instantly, from a set point. More...
 
bool AreActionsRunning ()
 Checks if any Actions are currently being run. More...
 
void ResetList ()
 
bool IsSkippable ()
 Checks if the ActionListAsset is skippable. This is safer than just reading 'isSkippable', because it also accounts for actionListType - since ActionLists that run in the background cannot be skipped More...
 
List< ActionGetActions ()
 Gets the List of Actions that this ActionList runs, regardless of source. More...
 
ActionParameter GetParameter (string label)
 Gets a parameter of a given name. More...
 
ActionParameter GetParameter (int _ID)
 Gets a parameter of a given ID number. More...
 
void Pause ()
 Pauses the ActionList once it has finished running it's current Action.
 
void Resume (int _startIndex, int[] _resumeIndices, string _parameterData, bool rerunPreviousAction=false)
 Resumes the ActionList. More...
 
string GetParameterData ()
 Gets the current ActionParameter values as a serializable string. More...
 

Public Attributes

ActionListAsset assetSource
 
- Public Attributes inherited from AC.ActionList
List< AC.Actionactions = new List<AC.Action>()
 
bool isSkippable = true
 
float triggerTime = 0f
 
bool autosaveAfter = false
 
ActionListType actionListType = ActionListType.PauseGameplay
 
Conversation conversation = null
 
ActionListAsset assetFile
 
ActionListSource source
 
bool unfreezePauseMenus = true
 
bool useParameters = false
 
List< ActionParameterparameters = new List<ActionParameter>()
 
int tagID
 
bool syncParamValues = true
 

Protected Member Functions

override void BeginActionList (int i, bool addToSkipQueue)
 
override void AddResumeToManager (int startIndex)
 
new void ReturnLastResultToSource (ActionEnd _lastResult, int i)
 
override void FinishPause ()
 
- Protected Member Functions inherited from AC.ActionList
void ProcessAction (int i)
 
void CheckEndCutscene ()
 
void ReturnLastResultToSource (ActionEnd _lastResult, int i)
 

Additional Inherited Members

- Static Public Member Functions inherited from AC.ActionList
static AC.Action GetDefaultAction ()
 Gets the default Action set within ActionsManager. More...
 
- Protected Attributes inherited from AC.ActionList
bool isSkipping = false
 
LayerMask LayerHotspot
 
LayerMask LayerOff
 
List< int > resumeIndices = new List<int>()
 
bool isChangingScene = false
 

Detailed Description

An ActionList subclass used to run ActionListAssets, which exist in asset files outside of the scene. When an ActionListAsset is run, its Actions are copied to a new RuntimeActionList and run locally.

Member Function Documentation

◆ DestroySelf()

void AC.RuntimeActionList.DestroySelf ( )

Destroys itself.

◆ DownloadActions()

void AC.RuntimeActionList.DownloadActions ( ActionListAsset  actionListAsset,
Conversation  endConversation,
int  i,
bool  doSkip,
bool  addToSkipQueue,
bool  dontRun = false 
)

Downloads and runs the settings and Actions stored within an ActionListAsset.

Parameters
actionListAssetThe ActionListAsset to copy Actions from and run
endConversationIf set, the supplied Conversation will be run when the AcionList ends
iThe index number of the first Action to run
doSkipIf True, then the Actions will be skipped, instead of run normally
addToSkipQueueIf True, the ActionList will be skippable when the user presses 'EndCutscene'
dontRunIf True, the Actions will not be run once transferred from the ActionListAsset

◆ Kill()

override void AC.RuntimeActionList.Kill ( )
virtual

Stops the Actions from running and sets the gameState in StateHandler to the correct value.

Reimplemented from AC.ActionList.

Member Data Documentation

◆ assetSource

ActionListAsset AC.RuntimeActionList.assetSource

The ActionListAsset that this ActionList's Actions are copied from