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Adventure Creator 1.85.5
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2025
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This is the complete list of members for AC.SceneChanger, including all inherited members.
| ActivateLoadedScene() | AC.SceneChanger | |
| AddSubScene(int subSceneIndex) | AC.SceneChanger | |
| AddSubScene(string subSceneName) | AC.SceneChanger | |
| buildScenes (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| ChangeScene(int nextSceneIndex, bool saveRoomData, bool forceReload=false, bool doOverlay=false, bool bypassLoadingScreen=false) | AC.SceneChanger | |
| ChangeScene(string nextSceneName, bool saveRoomData, bool forceReload=false, bool doOverlay=false, bool bypassLoadingScreen=false) | AC.SceneChanger | |
| CloseScene(int sceneIndex) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| CloseScene(string sceneName) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| completeSceneActivation (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| CurrentScene | AC.SceneChanger | static |
| CurrentSceneIndex | AC.SceneChanger | static |
| CurrentSceneName | AC.SceneChanger | static |
| DrawStatus() | AC.SceneChanger | |
| ExternalCallback() (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| GetAndResetTransitionTexture() | AC.SceneChanger | |
| GetLoadingProgress() | AC.SceneChanger | |
| GetPreviousSceneIndex(bool forPlayer=false) | AC.SceneChanger | |
| GetPreviousSceneName(bool forPlayer=false) | AC.SceneChanger | |
| GetSceneInfo(int sceneIndex) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| GetSceneInfo(string sceneName, bool requireInBuildSettings=false) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| GetStartPosition(Vector3 playerStartPosition) | AC.SceneChanger | virtual |
| GetSubScene(int sceneIndex) | AC.SceneChanger | |
| GetSubScene(string sceneName) | AC.SceneChanger | |
| IndexToName(int sceneIndex) (defined in AC.SceneChanger) | AC.SceneChanger | |
| isAwaitingExternalCallback (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| IsLoading() | AC.SceneChanger | |
| isLoading (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| loadingProgress (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| LoadLevel(int nextSceneIndex, bool useLoadingScreen, bool useAsyncLoading, bool forceReload, bool doOverlay) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| LoadLevel(string nextSceneName, bool useLoadingScreen, bool useAsyncLoading, bool forceReload, bool doOverlay) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| LoadLevelAsync(int nextSceneIndex, bool doOverlay) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| LoadLevelAsync(string nextSceneName, bool doOverlay) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| LoadLevelAsync(bool isPreloadScene, SceneInfo nextSceneInfo, bool doOverlay) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| LoadLevelCo(int nextSceneIndex, bool forceReload, bool doOverlay) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| LoadLevelCo(string nextSceneName, bool forceReload, bool doOverlay) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| LoadLevelCo(SceneInfo nextSceneInfo, bool forceReload, bool doOverlay) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| LoadLoadingScreen(int nextSceneIndex, int loadingSceneIndex, bool loadAsynchronously, bool doOverlay) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| LoadLoadingScreen(string nextSceneName, string loadingSceneName, bool loadAsynchronously, bool doOverlay) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| LoadLoadingScreen(SceneInfo loadingSceneInfo, SceneInfo nextSceneInfo, bool loadAsynchronously, bool doOverlay) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| LoadMainData(MainData mainData) | AC.SceneChanger | |
| LoadPlayerData(PlayerData playerData, bool loadSubScenes=true) | AC.SceneChanger | |
| NameToIndex(string sceneName) (defined in AC.SceneChanger) | AC.SceneChanger | |
| OnActiveSceneChanged(Scene oldScene, Scene newScene) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| OnAfterChangeScene(LoadingGame loadingGame) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| OnDisable() (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| OnEnable() (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| OnInitialiseScene() (defined in AC.SceneChanger) | AC.SceneChanger | |
| OnInitPersistentEngine() (defined in AC.SceneChanger) | AC.SceneChanger | |
| PopulateBuildSceneData() | AC.SceneChanger | virtual |
| preloadAsync (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| PreloadLevelAsync(int nextSceneIndex) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| PreloadLevelAsync(string nextSceneName) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| PreloadLevelAsync(SceneInfo nextSceneInfo) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| PreloadScene(int nextSceneIndex) | AC.SceneChanger | |
| PreloadScene(string nextSceneName) | AC.SceneChanger | |
| preloadSceneIndex (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| preloadSceneName (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| PrepareSceneForExit() | AC.SceneChanger | |
| PrepareSceneForExit(bool isInstant, bool saveRoomData, bool doOverlay) (defined in AC.SceneChanger) | AC.SceneChanger | protectedvirtual |
| previousGlobalSceneIndex (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| previousGlobalSceneName (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| PreviousSceneIndex | AC.SceneChanger | |
| PreviousSceneName | AC.SceneChanger | |
| RegisterSubScene(SubScene subScene) | AC.SceneChanger | |
| relativePosition (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| RemoveScene(int sceneIndex) | AC.SceneChanger | |
| RemoveScene(string sceneName) | AC.SceneChanger | |
| ResetCurrentScene() | AC.SceneChanger | |
| SaveMainData(MainData mainData) | AC.SceneChanger | |
| SavePlayerData(PlayerData playerData) | AC.SceneChanger | |
| ScheduleForDeletion(GameObject _gameObject) | AC.SceneChanger | |
| ScheduleForDeletionCoroutine(GameObject _gameObject) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| SetRelativePosition(Marker marker) | AC.SceneChanger | |
| SetTransitionTexture(Texture2D _texture) | AC.SceneChanger | |
| simulatedCursorPositionOnExit (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| SubScenes | AC.SceneChanger | |
| subScenes (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| SubScenesAreOpen() (defined in AC.SceneChanger) | AC.SceneChanger | |
| textureOnTransition (defined in AC.SceneChanger) | AC.SceneChanger | protected |
| UnregisterSubScene(SubScene subScene) (defined in AC.SceneChanger) | AC.SceneChanger |