|  | Adventure Creator 1.84.3
    An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2024 | 
 
 | Public Member Functions | |
| void | Initialise (bool rebuildMenus=true) | 
| void | _OnGUI () | 
| void | OnInitialiseScene () | 
| bool | ApplicationIsInFocus () | 
| bool | ApplicationIsPaused () | 
| void | Register (KickStarter kickStarter) | 
| void | Unregister (KickStarter kickStarter) | 
| bool | PlayGlobalOnStart () | 
| Runs the ActionListAsset defined in SettingsManager's actionListOnStart when the game begins. | |
| void | CanGlobalOnStart () | 
| void | IgnoreNavMeshCollisions () | 
| void | UpdateAllMaxVolumes () | 
| bool | IsInCutscene () | 
| Checks if the game is currently in a cutscene, scripted or otherwise. | |
| bool | IsPaused () | 
| Checks if the game is currently paused. | |
| bool | IsInGameplay () | 
| Checks if the game is currently in regular gameplay. | |
| void | SetACState (bool state) | 
| Enables or disables Adventure Creator completely. | |
| bool | IsACEnabled () | 
| Checks if AC is currently enabled. | |
| void | SetCursorSystem (bool state) | 
| Sets the enabled state of the PlayerCursor system. | |
| void | SetInputSystem (bool state) | 
| Sets the enabled state of the PlayerInput system. | |
| void | SetInteractionSystem (bool state) | 
| Sets the enabled state of the Interaction system. | |
| void | SetDraggableSystem (bool state) | 
| Sets the enabled state of the Draggable system. | |
| bool | CanInteract () | 
| Checks if the interaction system is enabled. | |
| bool | CanReceiveInput () | 
| Checks if the input system is enabled. | |
| bool | CanInteractWithDraggables () | 
| Checks if the draggables system is enabled. | |
| void | SetMenuSystem (bool state) | 
| Sets the enabled state of the PlayerMenus system. | |
| void | SetMovementSystem (bool state) | 
| Sets the enabled state of the PlayerMovement system. | |
| void | SetCameraSystem (bool state) | 
| Sets the enabled state of the MainCamera system. | |
| void | SetTriggerSystem (bool state) | 
| Sets the enabled state of the trigger system. | |
| void | SetPlayerSystem (bool state) | 
| Sets the enabled state of the Player system. | |
| bool | AreTriggersDisabled () | 
| Checks if the trigger system is disabled. | |
| bool | AreCamerasDisabled () | 
| Checks if the camera system is disabled. | |
| MainData | SaveMainData (MainData mainData) | 
| Updates a MainData class with its own variables that need saving. | |
| void | LoadMainData (MainData mainData) | 
| Updates its own variables from a MainData class. | |
| Music | GetMusicEngine () | 
| Gets the Music component used to handle AudioClips played using the 'Sound: Play music' Action. | |
| Ambience | GetAmbienceEngine () | 
| Gets the Ambience component used to handle AudioClips played using the 'Sound: Play ambience' Action. | |
| void | RegisterInitialConstantIDs () | 
| void | Register (ArrowPrompt _object) | 
| Registers an ArrowPrompt, so that it can be updated. | |
| void | Unregister (ArrowPrompt _object) | 
| Unregisters an ArrowPrompt, so that it is no longer updated. | |
| void | Register (DragBase _object) | 
| Registers a DragBase, so that it can be updated. | |
| void | Unregister (DragBase _object) | 
| Unregisters a DragBase, so that it is no longer updated. | |
| void | Register (Parallax2D _object) | 
| Registers a Parallax2D, so that it can be updated. | |
| void | Unregister (Parallax2D _object) | 
| Unregisters a Parallax2D, so that it is no longer updated. | |
| void | Register (Hotspot _object) | 
| Registers a Hotspot, so that it can be updated. | |
| void | Unregister (Hotspot _object) | 
| Unregisters a Hotspot, so that it is no longer updated. | |
| void | Register (Highlight _object) | 
| Registers a Highlight, so that it can be updated. | |
| void | Unregister (Highlight _object) | 
| Unregisters a Highlight, so that it is no longer updated. | |
| void | Register (AC_Trigger _object) | 
| Registers a AC_Trigger, so that it can be updated. | |
| void | Unregister (AC_Trigger _object) | 
| Unregisters a AC_Trigger, so that it is no longer updated. | |
| void | Register (_Camera _object) | 
| Registers a _Camera, so that it can be updated. | |
| void | Unregister (_Camera _object) | 
| Unregisters a _Camera, so that it is no longer updated. | |
| void | Register (Sound _object) | 
| Registers a Sound, so that it can be updated. | |
| void | Unregister (Sound _object) | 
| Unregisters a Sound, so that it is no longer updated. | |
| void | Register (Char _object) | 
| Registers a Char, so that it can be updated. | |
| void | Unregister (Char _object) | 
| Unregisters a Char, so that it is no longer updated. | |
| void | Register (FollowSortingMap _object) | 
| Registers a FollowSortingMap, so that it can be updated. | |
| void | Unregister (FollowSortingMap _object) | 
| Unregisters a FollowSortingMap, so that it is no longer updated. | |
| void | Register (NavMeshBase _object) | 
| Registers a NavMeshBase, so that it can be updated. | |
| void | Unregister (NavMeshBase _object) | 
| Unregisters a NavMeshBase, so that it is no longer updated. | |
| void | Register (SortingMap _object) | 
| Registers a SortingMap, so that it can be updated. | |
| void | Unregister (SortingMap _object) | 
| Unregisters a SortingMap, so that it is no longer updated. | |
| void | Register (BackgroundCamera _object) | 
| Registers a BackgroundCamera, so that it can be updated. | |
| void | Unregister (BackgroundCamera _object) | 
| Unregisters a BackgroundCamera, so that it is no longer updated. | |
| void | Register (BackgroundImage _object) | 
| Registers a BackgroundImage, so that it can be updated. | |
| void | Unregister (BackgroundImage _object) | 
| Unregisters a BackgroundImage, so that it is no longer updated. | |
| void | Register (Container _object) | 
| Registers a Container, so that it can be updated. | |
| void | Unregister (Container _object) | 
| Unregisters a Container, so that it is no longer updated. | |
| void | Register (ConstantID _object) | 
| Registers a ConstantID, so that it can be updated. | |
| void | Unregister (ConstantID _object) | 
| Unregisters a ConstantID, so that it is no longer updated. | |
| Public Attributes | |
| readonly HashSet< Char > | Characters = new HashSet<Char> () | 
| readonly HashSet< Player > | Players = new HashSet<Player> () | 
| readonly HashSet< Sound > | Sounds = new HashSet<Sound> () | 
| readonly HashSet< ConstantID > | ConstantIDs = new HashSet<ConstantID> () | 
| readonly HashSet< Hotspot > | Hotspots = new HashSet<Hotspot> () | 
| readonly HashSet< FollowSortingMap > | FollowSortingMaps = new HashSet<FollowSortingMap> () | 
| readonly HashSet< SortingMap > | SortingMaps = new HashSet<SortingMap> () | 
| readonly HashSet< BackgroundCamera > | BackgroundCameras = new HashSet<BackgroundCamera> () | 
| readonly HashSet< BackgroundImage > | BackgroundImages = new HashSet<BackgroundImage> () | 
| readonly HashSet< Container > | Containers = new HashSet<Container> () | 
| readonly HashSet< _Camera > | Cameras = new HashSet<_Camera> () | 
| readonly ConstantIDManager | ConstantIDManager = new ConstantIDManager () | 
| Protected Member Functions | |
| void | Update () | 
| void | LateUpdate () | 
| void | FixedUpdate () | 
| void | OnGUI () | 
| void | OnAddSubScene (SubScene subScene) | 
| void | OnEnterGameState (GameState gameState) | 
| void | CreateMusicEngine () | 
| void | CreateAmbienceEngine () | 
| bool | CanRun () | 
| void | OnPauseStateChange (UnityEditor.PauseState state) | 
| Protected Attributes | |
| Music | music | 
| Ambience | ambience | 
| bool | inScriptedCutscene | 
| bool | inScriptedPause | 
| GameState | previousUpdateState = GameState.Normal | 
| bool | isACDisabled = false | 
| bool | cursorIsOff = false | 
| bool | inputIsOff = false | 
| bool | interactionIsOff = false | 
| bool | draggablesIsOff = false | 
| bool | menuIsOff = false | 
| bool | cameraIsOff = false | 
| bool | triggerIsOff = false | 
| bool | playerIsOff = false | 
| bool | applicationIsInFocus = true | 
| bool | applicationIsPaused = false | 
| bool | runAtLeastOnce = false | 
| KickStarter | activeKickStarter = null | 
| Properties | |
| bool | MovementIsOff  [get] | 
| GameState | gameState  [get] | 
| bool | EnforceCutsceneMode  [get, set] | 
| bool | EnforcePauseMode  [get, set] | 
| bool | CursorSystemIsEnabled  [get] | 
| bool | InputSystemIsEnabled  [get] | 
| bool | InteractionSystemIsEnabled  [get] | 
| bool | DraggableSystemIsEnabled  [get] | 
| bool | MenuSystemIsEnabled  [get] | 
| bool | MovementSystemIsEnabled  [get] | 
| bool | CameraSystemIsEnabled  [get] | 
| bool | TriggerSystemIsEnabled  [get] | 
| bool | PlayerSystemIsEnabled  [get] | 
This script stores the all-important gameState variable, which determines if the game is running normal gameplay, is in a cutscene, or is paused. It also runs the various "Update", "LateUpdate", "FixedUpdate" and "OnGUI" functions that are within Adventure Creator's main scripts - by running them all from here, performance is drastically improved.
| void AC.StateHandler._OnGUI | ( | ) | 
Runs all of AC's OnGUI code. This is called automatically from within StateHandler, unless 'ACIgnoreOnGUI' is listed in Unity's Scripting Define Symbols box in the Player settings.
| bool AC.StateHandler.ApplicationIsInFocus | ( | ) | 
Checks if the application is currently in focus or not
| bool AC.StateHandler.ApplicationIsPaused | ( | ) | 
Checks if the application is currently paused
| bool AC.StateHandler.AreCamerasDisabled | ( | ) | 
Checks if the camera system is disabled.
| bool AC.StateHandler.AreTriggersDisabled | ( | ) | 
Checks if the trigger system is disabled.
| void AC.StateHandler.CanGlobalOnStart | ( | ) | 
Allows the ActionListAsset defined in SettingsManager's actionListOnStart to be run again.
| bool AC.StateHandler.CanInteract | ( | ) | 
Checks if the interaction system is enabled.
| bool AC.StateHandler.CanInteractWithDraggables | ( | ) | 
Checks if the draggables system is enabled.
| bool AC.StateHandler.CanReceiveInput | ( | ) | 
Checks if the input system is enabled.
| Ambience AC.StateHandler.GetAmbienceEngine | ( | ) | 
| Music AC.StateHandler.GetMusicEngine | ( | ) | 
| void AC.StateHandler.IgnoreNavMeshCollisions | ( | ) | 
Calls Physics.IgnoreCollision on all appropriate Collider combinations (Unity 5 only).
| bool AC.StateHandler.IsACEnabled | ( | ) | 
| bool AC.StateHandler.IsInCutscene | ( | ) | 
Checks if the game is currently in a cutscene, scripted or otherwise.
| bool AC.StateHandler.IsInGameplay | ( | ) | 
Checks if the game is currently in regular gameplay.
| bool AC.StateHandler.IsPaused | ( | ) | 
Checks if the game is currently paused.
| void AC.StateHandler.LoadMainData | ( | MainData | mainData | ) | 
| bool AC.StateHandler.PlayGlobalOnStart | ( | ) | 
Runs the ActionListAsset defined in SettingsManager's actionListOnStart when the game begins.
| void AC.StateHandler.Register | ( | _Camera | _object | ) | 
| void AC.StateHandler.Register | ( | AC_Trigger | _object | ) | 
Registers a AC_Trigger, so that it can be updated.
| _object | The AC_Trigger to register | 
| void AC.StateHandler.Register | ( | ArrowPrompt | _object | ) | 
Registers an ArrowPrompt, so that it can be updated.
| _object | The ArrowPrompt to register | 
| void AC.StateHandler.Register | ( | BackgroundCamera | _object | ) | 
Registers a BackgroundCamera, so that it can be updated.
| _object | The BackgroundCamera to register | 
| void AC.StateHandler.Register | ( | BackgroundImage | _object | ) | 
Registers a BackgroundImage, so that it can be updated.
| _object | The BackgroundImage to register | 
| void AC.StateHandler.Register | ( | Char | _object | ) | 
| void AC.StateHandler.Register | ( | ConstantID | _object | ) | 
Registers a ConstantID, so that it can be updated.
| _object | The ConstantID to register | 
| void AC.StateHandler.Register | ( | Container | _object | ) | 
| void AC.StateHandler.Register | ( | DragBase | _object | ) | 
| void AC.StateHandler.Register | ( | FollowSortingMap | _object | ) | 
Registers a FollowSortingMap, so that it can be updated.
| _object | The FollowSortingMap to register | 
| void AC.StateHandler.Register | ( | Highlight | _object | ) | 
| void AC.StateHandler.Register | ( | Hotspot | _object | ) | 
| void AC.StateHandler.Register | ( | KickStarter | kickStarter | ) | 
Alerts the StateHandler that a Game Engine prefab is present in the scene. This is called from KickStarter when the game begins - the StateHandler will not run until this is done.
| void AC.StateHandler.Register | ( | NavMeshBase | _object | ) | 
Registers a NavMeshBase, so that it can be updated.
| _object | The NavMeshBase to register | 
| void AC.StateHandler.Register | ( | Parallax2D | _object | ) | 
Registers a Parallax2D, so that it can be updated.
| _object | The Parallax2D to register | 
| void AC.StateHandler.Register | ( | SortingMap | _object | ) | 
Registers a SortingMap, so that it can be updated.
| _object | The SortingMap to register | 
| void AC.StateHandler.Register | ( | Sound | _object | ) | 
| void AC.StateHandler.RegisterInitialConstantIDs | ( | ) | 
Creates an initial record of all ConstantID components in the Hierarchy. More may be added through OnEnable / Start functions, but this way those that are initially present are ensured to be included in initialisation processes
| void AC.StateHandler.SetACState | ( | bool | state | ) | 
Enables or disables Adventure Creator completely.
| state | If True, then Adventure Creator will be enabled. If False, then Adventure Creator will be disabled. | 
| void AC.StateHandler.SetCameraSystem | ( | bool | state | ) | 
Sets the enabled state of the MainCamera system.
| state | If True, the MainCamera system will be enabled | 
| void AC.StateHandler.SetCursorSystem | ( | bool | state | ) | 
Sets the enabled state of the PlayerCursor system.
| state | If True, the PlayerCursor system will be enabled | 
| void AC.StateHandler.SetDraggableSystem | ( | bool | state | ) | 
Sets the enabled state of the Draggable system.
| state | If True, the Draggable system will be enabled | 
| void AC.StateHandler.SetInputSystem | ( | bool | state | ) | 
Sets the enabled state of the PlayerInput system.
| state | If True, the PlayerInput system will be enabled | 
| void AC.StateHandler.SetInteractionSystem | ( | bool | state | ) | 
Sets the enabled state of the Interaction system.
| state | If True, the Interaction system will be enabled | 
| void AC.StateHandler.SetMenuSystem | ( | bool | state | ) | 
Sets the enabled state of the PlayerMenus system.
| state | If True, the PlayerMenus system will be enabled | 
| void AC.StateHandler.SetMovementSystem | ( | bool | state | ) | 
Sets the enabled state of the PlayerMovement system.
| state | If True, the PlayerMovement system will be enabled | 
| void AC.StateHandler.SetPlayerSystem | ( | bool | state | ) | 
| void AC.StateHandler.SetTriggerSystem | ( | bool | state | ) | 
Sets the enabled state of the trigger system.
| state | If True, the trigger system will be enabled | 
| void AC.StateHandler.Unregister | ( | _Camera | _object | ) | 
| void AC.StateHandler.Unregister | ( | AC_Trigger | _object | ) | 
Unregisters a AC_Trigger, so that it is no longer updated.
| _object | The AC_Trigger to unregister | 
| void AC.StateHandler.Unregister | ( | ArrowPrompt | _object | ) | 
Unregisters an ArrowPrompt, so that it is no longer updated.
| _object | The ArrowPrompt to unregister | 
| void AC.StateHandler.Unregister | ( | BackgroundCamera | _object | ) | 
Unregisters a BackgroundCamera, so that it is no longer updated.
| _object | The BackgroundCamera to unregister | 
| void AC.StateHandler.Unregister | ( | BackgroundImage | _object | ) | 
Unregisters a BackgroundImage, so that it is no longer updated.
| _object | The BackgroundImage to unregister | 
| void AC.StateHandler.Unregister | ( | Char | _object | ) | 
| void AC.StateHandler.Unregister | ( | ConstantID | _object | ) | 
Unregisters a ConstantID, so that it is no longer updated.
| _object | The ConstantID to unregister | 
| void AC.StateHandler.Unregister | ( | Container | _object | ) | 
| void AC.StateHandler.Unregister | ( | DragBase | _object | ) | 
| void AC.StateHandler.Unregister | ( | FollowSortingMap | _object | ) | 
Unregisters a FollowSortingMap, so that it is no longer updated.
| _object | The FollowSortingMap to unregister | 
| void AC.StateHandler.Unregister | ( | Highlight | _object | ) | 
| void AC.StateHandler.Unregister | ( | Hotspot | _object | ) | 
| void AC.StateHandler.Unregister | ( | KickStarter | kickStarter | ) | 
Alerts the StateHandler that a Game Engine prefab is no longer present in the scene. This is called from KickStarter's OnDestroy function.
| void AC.StateHandler.Unregister | ( | NavMeshBase | _object | ) | 
Unregisters a NavMeshBase, so that it is no longer updated.
| _object | The NavMeshBase to unregister | 
| void AC.StateHandler.Unregister | ( | Parallax2D | _object | ) | 
Unregisters a Parallax2D, so that it is no longer updated.
| _object | The Parallax2D to unregister | 
| void AC.StateHandler.Unregister | ( | SortingMap | _object | ) | 
Unregisters a SortingMap, so that it is no longer updated.
| _object | The SortingMap to unregister | 
| void AC.StateHandler.Unregister | ( | Sound | _object | ) | 
| void AC.StateHandler.UpdateAllMaxVolumes | ( | ) | 
Sets the maximum volume of all Sound objects in the scene.
| readonly HashSet<BackgroundCamera> AC.StateHandler.BackgroundCameras = new HashSet<BackgroundCamera> () | 
A HashSet of all BackgroundCamera components found in the scene
| readonly HashSet<BackgroundImage> AC.StateHandler.BackgroundImages = new HashSet<BackgroundImage> () | 
A HashSet of all BackgroundImage components found in the scene
A HashSet of all _Camera components found in the scene
A HashSet of all Characters found in the scene
| readonly ConstantIDManager AC.StateHandler.ConstantIDManager = new ConstantIDManager () | 
The ConstantIDManager used to record all ConstantID components in the Hierarchy
| readonly HashSet<ConstantID> AC.StateHandler.ConstantIDs = new HashSet<ConstantID> () | 
A HashSet of all ConstantID components found in the scene
A HashSet of all Container components found in the scene
| readonly HashSet<FollowSortingMap> AC.StateHandler.FollowSortingMaps = new HashSet<FollowSortingMap> () | 
A HashSet of all FollowSortingMap components found in the scene
A HashSet of all Hotspot components found in the scene
A HashSet of all Players found in the scene
| readonly HashSet<SortingMap> AC.StateHandler.SortingMaps = new HashSet<SortingMap> () | 
A HashSet of all SortingMap components found in the scene
A HashSet of all Sound components found in the scene
| 
 | getset | 
The state of enforced cutscene mode. This is used to block gameplay etc through custom scripting, as opposed to ActionLists
| 
 | getset | 
The state of enforced pause mode. This is used to pause the game without requiring a pausing menu to be enabled
| 
 | get | 
The current state of the game (Normal, Cutscene, Paused, DialogOptions)
| 
 | get | 
True if the Movement system has been disabled