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 | ShowGUI () |
void | ChangeGlobalVariableID (int oldID, int newID) |
void | ShowVariable (int variableID, VariableLocation location) |
Selects a Variable for editing More... | |
int | ShowPlaceholderPresetData (int dataID) |
GVar | GetVariable (int _id) |
Gets a global variable More... | |
GVar | GetVariable (string _name) |
Gets a variable with a particular name More... | |
Timer | GetTimer (int _id) |
Gets a timer More... | |
PopUpLabelData | GetPopUpLabelData (int ID) |
Static Public Member Functions | |
static bool | VarMatchesFilter (GVar _var, VarFilter _varFilter, string _filter, VariableType _typeFilter) |
static GVar | ShowVarList (GVar _selectedVar, List< GVar > _vars, VariableLocation _location, VarFilter _varFilter, string _filter, VariableType _typeFilter, bool allowEditing, Variables _variables=null) |
static GVar | ShowVarList (GVar _selectedVar, List< GVar > _vars, VariableLocation _location, VarFilter _varFilter, string _filter, VariableType _typeFilter, bool allowEditing, Variables _variables, ref GVar lastDragOver, ref int _lastSwapIndex, bool isDragging) |
static void | ShowVarGUI (GVar selectedVar, VariableLocation location, bool canEdit, List< VarPreset > _varPresets=null, string apiPrefix="", Variables _variables=null) |
static void | ShowPopUpLabelsGUI (GVar variable, bool canEdit) |
static void | ShowPopUpLabelsGUI (GVar variable, bool canEdit, Object objectToRecord) |
static string[] | PopupsGUI (string[] popUps, bool canEdit=true, Object objectToRecord=null) |
Public Attributes | |
List< GVar > | vars = new List<GVar> () |
List< VarPreset > | varPresets = new List<VarPreset> () |
bool | updateRuntime = true |
List< PopUpLabelData > | popUpLabelData = new List<PopUpLabelData> () |
List< Timer > | timers = new List<Timer> () |
Vector2 | scrollPos |
Handles the "Variables" tab of the Game Editor window. All global variables are defined here. Local variables are also managed here, but they are stored within the LocalVariables component on the GameEngine prefab. When the game begins, global variables are transferred to the RuntimeVariables component on the PersistentEngine prefab.
Timer AC.VariablesManager.GetTimer | ( | int | _id | ) |
Gets a timer
_id | The ID number of the timer to find |
GVar AC.VariablesManager.GetVariable | ( | int | _id | ) |
Gets a global variable
_id | The ID number of the global variable to find |
GVar AC.VariablesManager.GetVariable | ( | string | _name | ) |
Gets a variable with a particular name
_name | The name of the variable to get |
void AC.VariablesManager.ShowGUI | ( | ) |
Shows the GUI.
void AC.VariablesManager.ShowVariable | ( | int | variableID, |
VariableLocation | location | ||
) |
Selects a Variable for editing
variableID | The ID of the Variable to select |
location | The Variable's location (Global, Local) |
List<PopUpLabelData> AC.VariablesManager.popUpLabelData = new List<PopUpLabelData> () |
Data for shared popup variable label
bool AC.VariablesManager.updateRuntime = true |
If True, then the Variables Manager GUI will show the live values of each variable, rather than their default values
A List of preset values that the variables can be bulk-assigned to