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Adventure Creator
1.77.3
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
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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. More... | |
void | CanGlobalOnStart () |
void | IgnoreNavMeshCollisions () |
void | UpdateAllMaxVolumes () |
bool | IsInCutscene () |
Checks if the game is currently in a cutscene, scripted or otherwise. More... | |
bool | IsPaused () |
Checks if the game is currently paused. More... | |
bool | IsInGameplay () |
Checks if the game is currently in regular gameplay. More... | |
void | SetACState (bool state) |
Enables or disables Adventure Creator completely. More... | |
bool | IsACEnabled () |
Checks if AC is currently enabled. More... | |
void | SetCursorSystem (bool state) |
Sets the enabled state of the PlayerCursor system. More... | |
void | SetInputSystem (bool state) |
Sets the enabled state of the PlayerInput system. More... | |
void | SetInteractionSystem (bool state) |
Sets the enabled state of the Interaction system. More... | |
void | SetDraggableSystem (bool state) |
Sets the enabled state of the Draggable system. More... | |
bool | CanInteract () |
Checks if the interaction system is enabled. More... | |
bool | CanInteractWithDraggables () |
Checks if the draggables system is enabled. More... | |
void | SetMenuSystem (bool state) |
Sets the enabled state of the PlayerMenus system. More... | |
void | SetMovementSystem (bool state) |
Sets the enabled state of the PlayerMovement system. More... | |
void | SetCameraSystem (bool state) |
Sets the enabled state of the MainCamera system. More... | |
void | SetTriggerSystem (bool state) |
Sets the enabled state of the trigger system. More... | |
void | SetPlayerSystem (bool state) |
Sets the enabled state of the Player system. More... | |
bool | AreTriggersDisabled () |
Checks if the trigger system is disabled. More... | |
bool | AreCamerasDisabled () |
Checks if the camera system is disabled. More... | |
MainData | SaveMainData (MainData mainData) |
Updates a MainData class with its own variables that need saving. More... | |
void | LoadMainData (MainData mainData) |
Updates its own variables from a MainData class. More... | |
Music | GetMusicEngine () |
Gets the Music component used to handle AudioClips played using the 'Sound: Play music' Action. More... | |
Ambience | GetAmbienceEngine () |
Gets the Ambience component used to handle AudioClips played using the 'Sound: Play ambience' Action. More... | |
void | RegisterInitialConstantIDs () |
void | Register (ArrowPrompt _object) |
Registers an ArrowPrompt, so that it can be updated More... | |
void | Unregister (ArrowPrompt _object) |
Unregisters an ArrowPrompt, so that it is no longer updated More... | |
void | Register (DragBase _object) |
Registers a DragBase, so that it can be updated More... | |
void | Unregister (DragBase _object) |
Unregisters a DragBase, so that it is no longer updated More... | |
void | Register (Parallax2D _object) |
Registers a Parallax2D, so that it can be updated More... | |
void | Unregister (Parallax2D _object) |
Unregisters a Parallax2D, so that it is no longer updated More... | |
void | Register (Hotspot _object) |
Registers a Hotspot, so that it can be updated More... | |
void | Unregister (Hotspot _object) |
Unregisters a Hotspot, so that it is no longer updated More... | |
void | Register (Highlight _object) |
Registers a Highlight, so that it can be updated More... | |
void | Unregister (Highlight _object) |
Unregisters a Highlight, so that it is no longer updated More... | |
void | Register (AC_Trigger _object) |
Registers a AC_Trigger, so that it can be updated More... | |
void | Unregister (AC_Trigger _object) |
Unregisters a AC_Trigger, so that it is no longer updated More... | |
void | Register (_Camera _object) |
Registers a _Camera, so that it can be updated More... | |
void | Unregister (_Camera _object) |
Unregisters a _Camera, so that it is no longer updated More... | |
void | Register (Sound _object) |
Registers a Sound, so that it can be updated More... | |
void | Unregister (Sound _object) |
Unregisters a Sound, so that it is no longer updated More... | |
void | Register (Char _object) |
Registers a Char, so that it can be updated More... | |
void | Unregister (Char _object) |
Unregisters a Char, so that it is no longer updated More... | |
void | Register (FollowSortingMap _object) |
Registers a FollowSortingMap, so that it can be updated More... | |
void | Unregister (FollowSortingMap _object) |
Unregisters a FollowSortingMap, so that it is no longer updated More... | |
void | Register (NavMeshBase _object) |
Registers a NavMeshBase, so that it can be updated More... | |
void | Unregister (NavMeshBase _object) |
Unregisters a NavMeshBase, so that it is no longer updated More... | |
void | Register (SortingMap _object) |
Registers a SortingMap, so that it can be updated More... | |
void | Unregister (SortingMap _object) |
Unregisters a SortingMap, so that it is no longer updated More... | |
void | Register (BackgroundCamera _object) |
Registers a BackgroundCamera, so that it can be updated More... | |
void | Unregister (BackgroundCamera _object) |
Unregisters a BackgroundCamera, so that it is no longer updated More... | |
void | Register (BackgroundImage _object) |
Registers a BackgroundImage, so that it can be updated More... | |
void | Unregister (BackgroundImage _object) |
Unregisters a BackgroundImage, so that it is no longer updated More... | |
void | Register (Container _object) |
Registers a Container, so that it can be updated More... | |
void | Unregister (Container _object) |
Unregisters a Container, so that it is no longer updated More... | |
void | Register (ConstantID _object) |
Registers a ConstantID, so that it can be updated More... | |
void | Unregister (ConstantID _object) |
Unregisters a ConstantID, so that it is no longer updated More... | |
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 | movementIsOff = false |
bool | cameraIsOff = false |
bool | triggerIsOff = false |
bool | playerIsOff = false |
bool | applicationIsInFocus = true |
bool | applicationIsPaused = false |
bool | runAtLeastOnce = false |
KickStarter | activeKickStarter = null |
HashSet< ArrowPrompt > | arrowPrompts = new HashSet<ArrowPrompt>() |
HashSet< DragBase > | dragBases = new HashSet<DragBase>() |
HashSet< Parallax2D > | parallax2Ds = new HashSet<Parallax2D>() |
HashSet< Hotspot > | hotspots = new HashSet<Hotspot>() |
HashSet< Highlight > | highlights = new HashSet<Highlight>() |
HashSet< AC_Trigger > | triggers = new HashSet<AC_Trigger>() |
HashSet< _Camera > | cameras = new HashSet<_Camera>() |
HashSet< Sound > | sounds = new HashSet<Sound>() |
HashSet< Char > | characters = new HashSet<Char>() |
HashSet< FollowSortingMap > | followSortingMaps = new HashSet<FollowSortingMap>() |
HashSet< NavMeshBase > | navMeshBases = new HashSet<NavMeshBase>() |
HashSet< SortingMap > | sortingMaps = new HashSet<SortingMap>() |
HashSet< BackgroundCamera > | backgroundCameras = new HashSet<BackgroundCamera>() |
HashSet< BackgroundImage > | backgroundImages = new HashSet<BackgroundImage>() |
HashSet< Container > | containers = new HashSet<Container> () |
ConstantIDManager | constantIDManager |
Properties | |
GameState | gameState [get] |
bool | EnforceCutsceneMode [get, set] |
bool | EnforcePauseMode [get, set] |
HashSet< Char > | Characters [get] |
HashSet< Sound > | Sounds [get] |
HashSet< ConstantID > | ConstantIDs [get] |
HashSet< Hotspot > | Hotspots [get] |
HashSet< FollowSortingMap > | FollowSortingMaps [get] |
HashSet< SortingMap > | SortingMaps [get] |
HashSet< BackgroundCamera > | BackgroundCameras [get] |
HashSet< BackgroundImage > | BackgroundImages [get] |
HashSet< Container > | Containers [get] |
HashSet< _Camera > | Cameras [get] |
ConstantIDManager | ConstantIDManager [get] |
bool | MovementIsOff [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.
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.
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A HashSet of all BackgroundCamera components found in the scene
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A HashSet of all BackgroundImage components found in the scene
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The ConstantIDManager used to record all ConstantID components in the Hierarchy
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A HashSet of all ConstantID components found in the scene
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A HashSet of all Container components found in the scene
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The state of enforced cutscene mode. This is used to block gameplay etc through custom scripting, as opposed to ActionLists
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The state of enforced pause mode. This is used to pause the game without requiring a pausing menu to be enabled
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A HashSet of all FollowSortingMap components found in the scene
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The current state of the game (Normal, Cutscene, Paused, DialogOptions)
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A HashSet of all Hotspot components found in the scene
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True if the Movement system has been disabled
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A HashSet of all SortingMap components found in the scene