Adventure Creator
1.79.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
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Public Member Functions | |
void | OnInitGameEngine () |
void | OnStart () |
void | AssignPlayerStart () |
Finds the appropriate PlayerStart to refer to, based on the last scene's conditions, and sets the Player there More... | |
void | SetSortingMap (SortingMap _sortingMap) |
void | SetTintMap (TintMap _tintMap) |
PlayerStart | GetPlayerStart (int playerID) |
Gets the appropriate PlayerStart to use when the scene begins. More... | |
void | OnLoad () |
void | PlayDefaultSound (AudioClip audioClip, bool doLoop, bool avoidRestarting=false) |
Plays an AudioClip on the default Sound prefab. More... | |
float | GetVerticalReductionFactor () |
Gets how much slower vertical movement is compared to horizontal movement, if the game is in 2D. More... | |
bool | OverridesCameraPerspective () |
InvVar | GetAttribute (int ID) |
Gets a scene attribute. More... | |
void | SetOverrideCameraPerspective (CameraPerspective _cameraPerspective, MovingTurning _movingTurning) |
void | ShowCameraOverrideLabel () |
bool | ReferencesAsset (ActionListAsset actionListAsset) |
List< ActionListAsset > | GetReferencedActionListAssets () |
Static Public Member Functions | |
static bool | ActInScreenSpace () |
Checks if the scene is in 2D, and plays in screen-space (i.e. characters do not move towards or away from the camera). More... | |
static bool | IsUnity2D () |
Checks if the scene uses Unity 2D for its camera perspective. More... | |
static bool | IsTopDown () |
Checks if the scene uses Top Down for its camera perspective. More... | |
Public Attributes | |
ActionListSource | actionListSource = ActionListSource.InScene |
Cutscene | cutsceneOnStart |
Cutscene | cutsceneOnLoad |
Cutscene | cutsceneOnVarChange |
ActionListAsset | actionListAssetOnStart |
ActionListAsset | actionListAssetOnLoad |
ActionListAsset | actionListAssetOnVarChange |
PlayerStart | defaultPlayerStart |
AC_NavigationMethod | navigationMethod = AC_NavigationMethod.UnityNavigation |
string | customNavigationClass |
NavigationMesh | navMesh |
SortingMap | sortingMap |
Sound | defaultSound |
TintMap | tintMap |
List< InvVar > | attributes = new List<InvVar>() |
ManagerPackage | requiredManagerPackage |
bool | overrideVerticalReductionFactor = false |
float | verticalReductionFactor = 0.7f |
float | sharedLayerSeparationDistance = 0.001f |
CameraPerspective | cameraPerspective |
bool | visibilityHotspots = true |
bool | visibilityTriggers = true |
bool | visibilityCollision = true |
bool | visibilityMarkers = true |
bool | visibilityPlayerStarts = true |
bool | visibilityNavMesh = true |
Protected Member Functions | |
void | PlayStartCutscene () |
Protected Attributes | |
bool | overrideCameraPerspective = false |
MovingTurning | movingTurning = MovingTurning.Unity2D |
AudioSource | defaultAudioSource |
string[] | cameraPerspective_list = { "2D", "2.5D", "3D" } |
Properties | |
static CameraPerspective | CameraPerspective [get] |
This component is where settings specific to a scene are stored, such as the navigation method, and the Cutscene to play when the scene begins. The SceneManager provides a UI to assign these fields. This component should be placed on the GameEngine prefab.
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Checks if the scene is in 2D, and plays in screen-space (i.e. characters do not move towards or away from the camera).
void AC.SceneSettings.AssignPlayerStart | ( | ) |
Finds the appropriate PlayerStart to refer to, based on the last scene's conditions, and sets the Player there
onlySetCamera | If True, then the Player will not be moved - and only the camera will be switched to, if one was assigned |
InvVar AC.SceneSettings.GetAttribute | ( | int | ID | ) |
Gets a scene attribute.
ID | The ID number of the attribute to get |
PlayerStart AC.SceneSettings.GetPlayerStart | ( | int | playerID | ) |
Gets the appropriate PlayerStart to use when the scene begins.
float AC.SceneSettings.GetVerticalReductionFactor | ( | ) |
Gets how much slower vertical movement is compared to horizontal movement, if the game is in 2D.
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Checks if the scene uses Top Down for its camera perspective.
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Checks if the scene uses Unity 2D for its camera perspective.
void AC.SceneSettings.OnLoad | ( | ) |
Runs the "cutsceneOnLoad" Cutscene.
void AC.SceneSettings.PlayDefaultSound | ( | AudioClip | audioClip, |
bool | doLoop, | ||
bool | avoidRestarting = false |
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Plays an AudioClip on the default Sound prefab.
audioClip | The AudioClip to play |
doLoop | If True, the sound will loop |
avoidRestarting | If True, then the sound will not play if the same clip is already playing |
void AC.SceneSettings.SetSortingMap | ( | SortingMap | _sortingMap | ) |
Assigns a new SortingMap
ActionListAsset AC.SceneSettings.actionListAssetOnLoad |
The ActionListAsset to run whenever this scene is loaded after restoring a saved game file, if actionListSource = ActionListSource.AssetFile
ActionListAsset AC.SceneSettings.actionListAssetOnStart |
The ActionListAsset to run whenever the game beings from this scene, or when this scene is visited during gameplay, if actionListSource = ActionListSource.AssetFile
ActionListAsset AC.SceneSettings.actionListAssetOnVarChange |
The ActionListAsset to run whenever a variable's value is changed, if actionListSource = ActionListSource.AssetFile
ActionListSource AC.SceneSettings.actionListSource = ActionListSource.InScene |
The source of Actions used for the scene's main cutscenes (InScene, AssetFile)
string AC.SceneSettings.customNavigationClass |
The class name of the NavigationEngine ScriptableObject that is used to handle pathfinding, if navigationMethod = AC_NavigationMethod.Custom
Cutscene AC.SceneSettings.cutsceneOnLoad |
The Cutscene to run whenever this scene is loaded after restoring a saved game file, if actionListSource = ActionListSource.InScene
Cutscene AC.SceneSettings.cutsceneOnStart |
The Cutscene to run whenever the game beings from this scene, or when this scene is visited during gameplay, if actionListSource = ActionListSource.InScene
Cutscene AC.SceneSettings.cutsceneOnVarChange |
The Cutscene to run whenever a variable's value is changed, if actionListSource = ActionListSource.InScene
PlayerStart AC.SceneSettings.defaultPlayerStart |
The scene's default PlayerStart prefab
AC_NavigationMethod AC.SceneSettings.navigationMethod = AC_NavigationMethod.UnityNavigation |
The scene's navigation method (meshCollider, UnityNavigation, PolygonCollider)
NavigationMesh AC.SceneSettings.navMesh |
The scene's active NavigationMesh, if navigationMethod != AC_NavigationMethod.UnityNavigation
bool AC.SceneSettings.overrideVerticalReductionFactor = false |
If True, then the global verticalReductionFactor in SettingsManager will be overridden with a scene-specific value
ManagerPackage AC.SceneSettings.requiredManagerPackage |
If this is assigned, and the currently-loaded Manager assets do not match those defined within, then a Warning message will appear in the Console
float AC.SceneSettings.sharedLayerSeparationDistance = 0.001f |
The distance to offset a character by when it is in the same area of a SortingMap as another (to correct display order)
SortingMap AC.SceneSettings.sortingMap |
The scene's default SortingMap prefab
TintMap AC.SceneSettings.tintMap |
The scene's default LightMap prefab
float AC.SceneSettings.verticalReductionFactor = 0.7f |
How much slower vertical movement is compared to horizontal movement, if the game is in 2D and overriderVerticalReductionFactor = True
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staticget |
The camera perspective of the current scene.