Adventure Creator
1.79.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
|
Public Member Functions | |
T | GetComponent< T > (int constantIDValue, bool prioritisePersistentOrMainScene=true) |
Gets a component in the Hierarchy that also has a ConstantID component on the same GameObject. More... | |
T | GetComponent< T > (int constantIDValue, Scene scene, bool sceneOnlyPrioritises=false) |
Gets a component in the Hierarchy that also has a ConstantID component on the same GameObject. More... | |
ConstantID | GetConstantID (int constantIDValue, Scene scene, bool sceneOnlyPrioritises=false) |
Gets a ConstantID component ID number, in a particular scene More... | |
HashSet< T > | GetComponents< T > (int constantIDValue) |
Gets all components in the Hierarchy that also have a ConstantID component on the same GameObject. More... | |
HashSet< T > | GetComponents< T > (int constantIDValue, Scene scene) |
Gets all components of a particular type within the scene, with a given ConstantID number. More... | |
HashSet< T > | GetComponents< T > (Scene scene) |
Gets all components of a given type within a scene. The components must have a ConstantID or Remember component attached in order to be included in the returned result More... | |
HashSet< T > | GetPersistentButNotPlayerComponents< T > () |
Gets all scene-surviving components of a particular type, provided that they are not associated with a Player character. More... | |
ConstantID | GetConstantID (int constantIDValue, bool prioritisePersistentOrMainScene=true) |
Gets a ConstantID component in the Hierarchy More... | |
void | Register (ConstantID constantID) |
Registers a ConstantID component in the Hierarchy More... | |
void | Unregister (ConstantID constantID) |
Unregisters a ConstantID component More... | |
Properties | |
HashSet< ConstantID > | ConstantIDs [get] |
HashSet< ConstantID > | MenuConstantIDs [get] |
This script is used to store a record of all ConstantID components in the Hierarchy, as well as provide functions to retrieve them based on ID number.
T AC.ConstantIDManager.GetComponent< T > | ( | int | constantIDValue, |
bool | prioritisePersistentOrMainScene = true |
||
) |
Gets a component in the Hierarchy that also has a ConstantID component on the same GameObject.
constantIDValue | The Constant ID number generated by the ConstantID component |
prioritisePersistentOrMainScene | If True, then components in the main scene, or those that survive scene-changes, will be prioritised in the search |
T | : | Component |
T AC.ConstantIDManager.GetComponent< T > | ( | int | constantIDValue, |
Scene | scene, | ||
bool | sceneOnlyPrioritises = false |
||
) |
Gets a component in the Hierarchy that also has a ConstantID component on the same GameObject.
constantIDValue | The Constant ID number generated by the ConstantID component |
scene | The scene to search within for the component |
sceneOnlyPrioritises | If True, then the supplied scene is searched first, but all other scenes are then searched if no result is yet found |
T | : | Component |
HashSet<T> AC.ConstantIDManager.GetComponents< T > | ( | int | constantIDValue | ) |
Gets all components in the Hierarchy that also have a ConstantID component on the same GameObject.
constantIDValue | The Constant ID number generated by the ConstantID component |
T | : | Component |
HashSet<T> AC.ConstantIDManager.GetComponents< T > | ( | int | constantIDValue, |
Scene | scene | ||
) |
Gets all components of a particular type within the scene, with a given ConstantID number.
constantIDValue | The ID number to search for |
scene | The scene to search |
T | : | Component |
HashSet<T> AC.ConstantIDManager.GetComponents< T > | ( | Scene | scene | ) |
Gets all components of a given type within a scene. The components must have a ConstantID or Remember component attached in order to be included in the returned result
scene | The scene to search |
T | : | Component |
ConstantID AC.ConstantIDManager.GetConstantID | ( | int | constantIDValue, |
bool | prioritisePersistentOrMainScene = true |
||
) |
Gets a ConstantID component in the Hierarchy
constantIDValue | The Constant ID number to search for |
prioritisePersistentOrMainScene | If True, then components in the main scene, or those that survive scene-changes, will be prioritised in the search |
ConstantID AC.ConstantIDManager.GetConstantID | ( | int | constantIDValue, |
Scene | scene, | ||
bool | sceneOnlyPrioritises = false |
||
) |
Gets a ConstantID component ID number, in a particular scene
constantIDValue | The ID number to search for |
scene | The scene to search |
sceneOnlyPrioritises | If True, then the supplied scene is searched first, but all other scenes are then searched if no result is yet found |
HashSet<T> AC.ConstantIDManager.GetPersistentButNotPlayerComponents< T > | ( | ) |
Gets all scene-surviving components of a particular type, provided that they are not associated with a Player character.
T | : | Component |
void AC.ConstantIDManager.Register | ( | ConstantID | constantID | ) |
Registers a ConstantID component in the Hierarchy
constantID | The ConstantID to register |
void AC.ConstantIDManager.Unregister | ( | ConstantID | constantID | ) |
Unregisters a ConstantID component
constantID | The ConstantID to unregister |
|
get |
All ConstantID components recorded
|
get |
All ConstantID components recorded that are part of Unity UI-based menus