Adventure Creator  1.66.8
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2018
AC.VisibilityData Class Reference
Inheritance diagram for AC.VisibilityData:
AC.RememberData

Public Member Functions

 VisibilityData ()
 
- Public Member Functions inherited from AC.RememberData
 RememberData ()
 

Public Attributes

bool isOn
 
bool isFading
 
bool isFadingIn
 
float fadeTime
 
float fadeStartTime
 
float fadeAlpha
 
bool useDefaultTintMap
 
int tintMapID
 
float tintIntensity
 
float colourR
 
float colourG
 
float colourB
 
float colourA
 
- Public Attributes inherited from AC.RememberData
int objectID
 
bool savePrevented
 

Detailed Description

A data container used by the RememberVisibility script.

Constructor & Destructor Documentation

◆ VisibilityData()

AC.VisibilityData.VisibilityData ( )

The default Constructor.

Member Data Documentation

◆ colourA

float AC.VisibilityData.colourA

The Alpha channel of the sprite's colour

◆ colourB

float AC.VisibilityData.colourB

The Blue channel of the sprite's colour

◆ colourG

float AC.VisibilityData.colourG

The Green channel of the sprite's colour

◆ colourR

float AC.VisibilityData.colourR

The Red channel of the sprite's colour

◆ fadeAlpha

float AC.VisibilityData.fadeAlpha

The current alpha, if the Renderer is fading

◆ fadeStartTime

float AC.VisibilityData.fadeStartTime

The fade start time, if the Renderer is fading

◆ fadeTime

float AC.VisibilityData.fadeTime

The fade duration, if the Renderer is fading

◆ isFading

bool AC.VisibilityData.isFading

True if the Renderer is fading

◆ isFadingIn

bool AC.VisibilityData.isFadingIn

True if the Renderer is fading in

◆ isOn

bool AC.VisibilityData.isOn

True if the Renderer is enabled

◆ tintIntensity

float AC.VisibilityData.tintIntensity

The intensity value of the attached FollowTintMap component

◆ tintMapID

int AC.VisibilityData.tintMapID

The ConstantID number of the attached FollowTintMap's tintMap object

◆ useDefaultTintMap

bool AC.VisibilityData.useDefaultTintMap

If True, then the attached FollowTintMap makes use of the default TintMap defined in SceneSettings