Adventure Creator  1.79.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
AC.Variables Class Reference
Inheritance diagram for AC.Variables:
AC.ITranslatable

Public Member Functions

GVar GetVariable (int _id)
 Gets a variable with a particular ID value More...
 
GVar GetVariable (int _id, VariableType _type)
 Gets a variable with a particular ID value and type More...
 
GVar GetVariable (string _name)
 Gets a variable with a particular name/summary>

Parameters
_nameThe name of the variable to get
Returns
The variable with the requested name, or null if not found

 
GVar GetVariable (string _name, VariableType _type)
 Gets a variable with a particular ID value and type More...
 
string GetTranslatableString (int index)
 Gets the text to be translated, given its index. More...
 
int GetTranslationID (int index)
 Gets the translation ID of a given text index. More...
 
void UpdateTranslatableString (int index, string updatedText)
 
int GetNumTranslatables ()
 Gets the maximum number of possible translatable texts. More...
 
bool HasExistingTranslation (int index)
 Checks if a given text index has already been assigned a unique translation ID. More...
 
void SetTranslationID (int index, int _lineID)
 Sets the translation ID of a given text index More...
 
string GetOwner (int index)
 Gets the name of the translatable text's owner. In the case of speech text, it is the name of the character. In the case of menu element text, it is the name of the menu element. More...
 
bool OwnerIsPlayer (int index)
 Checks if the translatable text's owner is a Player. This is necessary for speech lines, since multiple player prefabs can feasibly share the same line. More...
 
AC_TextType GetTranslationType (int index)
 Gets the translation type of a given text index. More...
 
bool CanTranslate (int index)
 Checks if a given text index can and should be translated. More...
 

Public Attributes

List< GVarvars = new List<GVar>()
 
string filter
 
Vector2 scrollPos
 

Protected Member Functions

void Start ()
 

Detailed Description

This component allows variables to be stored on a GameObject.

Member Function Documentation

◆ CanTranslate()

bool AC.Variables.CanTranslate ( int  index)

Checks if a given text index can and should be translated.

Parameters
indexThe index of the translatable text
Returns
True if the text can and should be translated

Implements AC.ITranslatable.

◆ GetNumTranslatables()

int AC.Variables.GetNumTranslatables ( )

Gets the maximum number of possible translatable texts.

Returns
The maximum number of possible translatable texts.

Implements AC.ITranslatable.

◆ GetOwner()

string AC.Variables.GetOwner ( int  index)

Gets the name of the translatable text's owner. In the case of speech text, it is the name of the character. In the case of menu element text, it is the name of the menu element.

Parameters
indexThe index of the translatable text
Returns
The name of the translatable text's owner.

Implements AC.ITranslatable.

◆ GetTranslatableString()

string AC.Variables.GetTranslatableString ( int  index)

Gets the text to be translated, given its index.

Parameters
indexThe index of the translatable text
Returns
The text to be translated

Implements AC.ITranslatable.

◆ GetTranslationID()

int AC.Variables.GetTranslationID ( int  index)

Gets the translation ID of a given text index.

Parameters
indexThe index of the translatable text
Returns
The translation ID of the text

Implements AC.ITranslatable.

◆ GetTranslationType()

AC_TextType AC.Variables.GetTranslationType ( int  index)

Gets the translation type of a given text index.

Parameters
indexThe index of the translatable text
Returns
The translation type of a given text index.

Implements AC.ITranslatable.

◆ GetVariable() [1/3]

GVar AC.Variables.GetVariable ( int  _id)

Gets a variable with a particular ID value

Parameters
_idThe ID number of the variable to get
Returns
The variable with the requested ID value, or null if not found

◆ GetVariable() [2/3]

GVar AC.Variables.GetVariable ( int  _id,
VariableType  _type 
)

Gets a variable with a particular ID value and type

Parameters
_idThe ID number of the variable to get
_typeThe type of variable to get
Returns
The variable with the requested ID value and type, or null if not found

◆ GetVariable() [3/3]

GVar AC.Variables.GetVariable ( string  _name,
VariableType  _type 
)

Gets a variable with a particular ID value and type

Parameters
_nameThe name of the variable to get
_typeThe type of variable to get
Returns
The variable with the requested ID value and type, or null if not found

◆ HasExistingTranslation()

bool AC.Variables.HasExistingTranslation ( int  index)

Checks if a given text index has already been assigned a unique translation ID.

Parameters
indexThe index of the translatable text
Returns
True if the text has been assigned a unique translation ID

Implements AC.ITranslatable.

◆ OwnerIsPlayer()

bool AC.Variables.OwnerIsPlayer ( int  index)

Checks if the translatable text's owner is a Player. This is necessary for speech lines, since multiple player prefabs can feasibly share the same line.

Parameters
indexThe index of the translatable text
Returns
True if the translatable text's owner is a Player.

Implements AC.ITranslatable.

◆ SetTranslationID()

void AC.Variables.SetTranslationID ( int  index,
int  lineID 
)

Sets the translation ID of a given text index

Parameters
indexThe index of the translatable text
lineIDThe new translation ID to assign the translatable text

Implements AC.ITranslatable.

Member Data Documentation

◆ vars

List<GVar> AC.Variables.vars = new List<GVar>()

The List of variables.