Adventure Creator  1.57
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2017
AC.Action Class Reference
Inheritance diagram for AC.Action:
AC.ActionAnim AC.ActionBlendShape AC.ActionCamera AC.ActionCameraCrossfade AC.ActionCameraShake AC.ActionCameraSplit AC.ActionCameraTP AC.ActionChangeMaterial AC.ActionCharAnim AC.ActionCharFace AC.ActionCharFaceDirection AC.ActionCharFollow AC.ActionCharHold AC.ActionCharMove AC.ActionCharPathFind AC.ActionCharPortrait AC.ActionCharRename AC.ActionCharRender AC.ActionCheck AC.ActionCheckMultiple AC.ActionCinemaDirector AC.ActionComment AC.ActionContainerOpen AC.ActionContainerSet AC.ActionDialogOption AC.ActionDialogOptionRename AC.ActionEndGame AC.ActionEvent AC.ActionFade AC.ActionFootstepSounds AC.ActionHighlight AC.ActionHotspotEnable AC.ActionInstantiate AC.ActionInteraction AC.ActionInventoryCrafting AC.ActionInventorySelect AC.ActionInventorySet AC.ActionManageProfiles AC.ActionManageSaves AC.ActionMenuJournal AC.ActionMenuSetInputBox AC.ActionMenuState AC.ActionMixerSnapshot AC.ActionMovie AC.ActionMusic AC.ActionNavMesh AC.ActionParallel AC.ActionParamSet AC.ActionParent AC.ActionPause AC.ActionPauseActionList AC.ActionPlayerLock AC.ActionPlayerSwitch AC.ActionPlayMaker AC.ActionRename AC.ActionRunActionList AC.ActionSaveHandle AC.ActionScene AC.ActionSceneAdd AC.ActionSendMessage AC.ActionSound AC.ActionSoundShot AC.ActionSpeech AC.ActionSpeechStop AC.ActionSpeechWait AC.ActionSpriteFade AC.ActionStopActionList AC.ActionSystemLock AC.ActionTeleport AC.ActionTemplate AC.ActionTimescale AC.ActionTintMap AC.ActionTrackSet AC.ActionTransform AC.ActionVarCopy AC.ActionVarPreset AC.ActionVarSet AC.ActionVisible AC.ActionVolume

Public Member Functions

 Action ()
 
virtual float Run ()
 Runs the Action. More...
 
virtual void Skip ()
 
virtual ActionEnd End (List< Action > actions)
 Generates an ActionEnd class that describes what should happen after the Action has run. More...
 
void PrintComment (GameObject _gameObject)
 Prints the Action's comment, if applicable, to the Console. More...
 
virtual void ShowGUI (List< ActionParameter > parameters)
 Shows the Action's GUI when its parent ActionList / ActionListAsset uses parameters. More...
 
virtual void ShowGUI ()
 
virtual void SkipActionGUI (List< Action > actions, bool showGUI)
 
virtual void AssignConstantIDs (bool saveScriptsToo=false)
 Called when an ActionList has been converted from a scene-based object to an asset file. Within it, AssignConstantID should be called for each of the Action's Constant ID numbers, which will assign a new number if one does not already exist, based on the referenced scene object. More...
 
virtual string SetLabel ()
 Gets a string that is shown after the Action's title in the Editor to help the user understand what it does. More...
 
virtual void DrawOutWires (List< Action > actions, int i, int offset)
 
int FieldToID< T > (T field, int _constantID)
 
void AddSaveScript< T > (Behaviour field)
 
void AddSaveScript< T > (GameObject _gameObject)
 
void AssignConstantID< T > (T field, int _constantID, int _parameterID)
 
void AssignConstantID (Transform field, int _constantID, int _parameterID)
 
void AssignConstantID (GameObject field, int _constantID, int _parameterID)
 
IDToField< T > (T field, int _constantID, bool moreInfo)
 
int FieldToID (Transform field, int _constantID)
 
Transform IDToField (Transform field, int _constantID, bool moreInfo)
 
int FieldToID (GameObject field, int _constantID)
 
GameObject IDToField (GameObject field, int _constantID, bool moreInfo)
 
virtual void AssignParentList (ActionList actionList)
 Passes the ActionList that the Action is a part of to the Action class. This is run before the Action is called or displayed in an Editor. More...
 
virtual void AssignValues (List< ActionParameter > parameters)
 Overwrites any appropriate variables with values set using parameters, or from ConstantID numbers. More...
 
virtual void AssignValues ()
 
Transform AssignFile (List< ActionParameter > parameters, int _parameterID, int _constantID, Transform field)
 Replaces a Transform based on an ActionParameter or ConstantID instance, if appropriate. More...
 
AssignFile< T > (List< ActionParameter > parameters, int _parameterID, int _constantID, T field)
 Replaces a generic Behaviour based on an ActionParameter or ConstantID instance, if appropriate. More...
 
AssignFile< T > (int _constantID, T field)
 Replaces a generic Behaviour based on a ConstantID, if appropriate. More...
 
Transform AssignFile (int _constantID, Transform field)
 Replaces a Transform based on a ConstantID, if appropriate. More...
 
virtual void FixLinkAfterDeleting (Action actionToDelete, Action targetAction, List< Action > actionList)
 
virtual void ClearIDs ()
 
virtual void PrepareToCopy (int originalIndex, List< Action > actionList)
 
virtual void PrepareToPaste (int offset)
 
void BreakPoint (int i, ActionList list)
 
virtual void SetLastResult (ActionEnd _actionEnd)
 Sets the value of the lastResult ActionEnd. More...
 

Static Public Member Functions

static int ChooseParameterGUI (string label, List< ActionParameter > _parameters, int _parameterID, ParameterType _expectedType)
 
static int ChooseParameterGUI (List< ActionParameter > _parameters, int _parameterID)
 

Public Attributes

int id
 
ActionCategory category = ActionCategory.Custom
 
string title
 
string description
 
bool isDisplayed
 
bool showComment
 
string comment
 
bool showOutputSockets = true
 
int numSockets = 1
 
bool willWait
 
bool isRunning
 
ActionEnd lastResult = new ActionEnd (-10)
 
ResultAction endAction = ResultAction.Continue
 
int skipAction = -1
 
AC.Action skipActionActual
 
Cutscene linkedCutscene
 
ActionListAsset linkedAsset
 
bool isEnabled = true
 
bool isAssetFile = false
 
bool isMarked = false
 
bool isBreakPoint = false
 
Rect nodeRect = new Rect (0,0,300,60)
 
float nodeHeight = 0f
 

Protected Member Functions

void AfterRunningOption ()
 
ActionParameter GetParameterWithID (List< ActionParameter > parameters, int _id)
 
string AssignString (List< ActionParameter > parameters, int _parameterID, string field)
 
BoolValue AssignBoolean (List< ActionParameter > parameters, int _parameterID, BoolValue field)
 
int AssignInteger (List< ActionParameter > parameters, int _parameterID, int field)
 
float AssignFloat (List< ActionParameter > parameters, int _parameterID, float field)
 
int AssignVariableID (List< ActionParameter > parameters, int _parameterID, int field)
 
int AssignInvItemID (List< ActionParameter > parameters, int _parameterID, int field)
 
GameObject AssignFile (List< ActionParameter > parameters, int _parameterID, int _constantID, GameObject field)
 Replaces a GameObject based on an ActionParameter or ConstantID instance, if appropriate. More...
 
Object AssignObject< T > (List< ActionParameter > parameters, int _parameterID, Object field)
 Replaces a GameObject based on an ActionParameter or ConstantID instance, if appropriate. More...
 
GameObject AssignFile (int _constantID, GameObject field)
 Replaces a GameObject based on a ConstantID, if appropriate. More...
 
ActionEnd GenerateActionEnd (ResultAction _resultAction, ActionListAsset _linkedAsset, Cutscene _linkedCutscene, int _skipAction, Action _skipActionActual, List< Action > _actions)
 
ActionEnd GenerateStopActionEnd ()
 

Properties

float defaultPauseTime [get]
 

Detailed Description

The base class from which all Actions derive. An Action is a ScriptableObject that performs a specific command, like pausing the game or moving a character. They are chained together in ActionLists to form cutscenes, gameplay logic etc.

Constructor & Destructor Documentation

AC.Action.Action ( )

The default Constructor.

Member Function Documentation

virtual void AC.Action.AssignConstantIDs ( bool  saveScriptsToo = false)
virtual

Called when an ActionList has been converted from a scene-based object to an asset file. Within it, AssignConstantID should be called for each of the Action's Constant ID numbers, which will assign a new number if one does not already exist, based on the referenced scene object.

Parameters
saveScriptsTooIf True, then the Action shall attempt to add the appropriate 'Remember' script to reference GameObjects as well.

Reimplemented in AC.ActionRunActionList, AC.ActionNavMesh, AC.ActionSpeech, AC.ActionParamCheck, AC.ActionParamSet, AC.ActionPlayerSwitch, AC.ActionCharFace, AC.ActionBlendShape, AC.ActionCharMove, AC.ActionTransform, AC.ActionCharPathFind, AC.ActionSound, AC.ActionInstantiate, AC.ActionCamera, AC.ActionContainerSet, AC.ActionContainerCheck, AC.ActionTeleport, AC.ActionHighlight, AC.ActionTintMap, AC.ActionSendMessage, AC.ActionCharAnim, AC.ActionScene, AC.ActionInteraction, AC.ActionCharFaceDirection, AC.ActionCameraTP, AC.ActionAnim, AC.ActionInteractionCheck, AC.ActionCharHold, AC.ActionTrackSet, AC.ActionPauseActionList, AC.ActionCharFollow, AC.ActionCharRender, AC.ActionConversation, AC.ActionFootstepSounds, AC.ActionDialogOption, AC.ActionParent, AC.ActionCameraCrossfade, AC.ActionCameraSplit, AC.ActionTrackCheck, AC.ActionCinemaDirector, AC.ActionDialogOptionRename, AC.ActionSoundShot, AC.ActionCheckActionList, AC.ActionSpeechWait, AC.ActionPlayMaker, AC.ActionChangeMaterial, AC.ActionVolume, AC.ActionHotspotEnable, AC.ActionSpriteFade, AC.ActionVisible, AC.ActionCharPortrait, AC.ActionStopActionList, AC.ActionVisibleCheck, AC.ActionContainerOpen, AC.ActionCharRename, AC.ActionRename, AC.ActionObjectCheck, and AC.ActionMoveableCheck.

Transform AC.Action.AssignFile ( List< ActionParameter parameters,
int  _parameterID,
int  _constantID,
Transform  field 
)

Replaces a Transform based on an ActionParameter or ConstantID instance, if appropriate.

Parameters
parametersA List of ActionParameters that may override the Transform
_parameterIDThe ID of the ActionParameter to search for within parameters that will replace the Transform
_constantIDIf !=0, The ConstantID number of the Transform to replace field with
fieldThe Transform to replace
Returns
The replaced Transform, or field if no replacements were found

isAssetFile &&

GameObject AC.Action.AssignFile ( List< ActionParameter parameters,
int  _parameterID,
int  _constantID,
GameObject  field 
)
protected

Replaces a GameObject based on an ActionParameter or ConstantID instance, if appropriate.

Parameters
parametersA List of ActionParameters that may override the GameObject
_parameterIDThe ID of the ActionParameter to search for within parameters that will replace the GameObject
_constantIDIf !=0, The ConstantID number of the GameObject to replace field with
fieldThe GameObject to replace
Returns
The replaced GameObject, or field if no replacements were found
GameObject AC.Action.AssignFile ( int  _constantID,
GameObject  field 
)
protected

Replaces a GameObject based on a ConstantID, if appropriate.

Parameters
_constantIDIf !=0, The ConstantID number of the GameObject to replace field with
fieldThe GameObject to replace
Returns
The replaced GameObject, or field if no replacements were found
Transform AC.Action.AssignFile ( int  _constantID,
Transform  field 
)

Replaces a Transform based on a ConstantID, if appropriate.

Parameters
_constantIDIf !=0, The ConstantID number of the Transform to replace field with
fieldThe Transform to replace
Returns
The replaced Transform, or field if no replacements were found
T AC.Action.AssignFile< T > ( List< ActionParameter parameters,
int  _parameterID,
int  _constantID,
field 
)

Replaces a generic Behaviour based on an ActionParameter or ConstantID instance, if appropriate.

Parameters
parametersA List of ActionParameters that may override the Behaviour
_parameterIDThe ID of the ActionParameter to search for within parameters that will replace the Behaviour
_constantIDIf !=0, The ConstantID number of the Behaviour to replace field with
fieldThe Behaviour to replace
Returns
The replaced Behaviour, or field if no replacements were found

isAssetFile &&

Type Constraints
T :Behaviour 
T AC.Action.AssignFile< T > ( int  _constantID,
field 
)

Replaces a generic Behaviour based on a ConstantID, if appropriate.

Parameters
_constantIDIf !=0, The ConstantID number of the Behaviour to replace field with
fieldThe Behaviour to replace
Returns
The replaced Behaviour, or field if no replacements were found
Type Constraints
T :Behaviour 
Object AC.Action.AssignObject< T > ( List< ActionParameter parameters,
int  _parameterID,
Object  field 
)
protected

Replaces a GameObject based on an ActionParameter or ConstantID instance, if appropriate.

Parameters
parametersA List of ActionParameters that may override the GameObject
_parameterIDThe ID of the ActionParameter to search for within parameters that will replace the GameObject
fieldThe Object to replace
Returns
The replaced Object, or field if no replacements were found
Type Constraints
T :Object 
virtual void AC.Action.AssignParentList ( ActionList  actionList)
virtual

Passes the ActionList that the Action is a part of to the Action class. This is run before the Action is called or displayed in an Editor.

Parameters
actionListThe ActionList that the Action is contained in

Reimplemented in AC.ActionNavMesh, AC.ActionSpeech, AC.ActionVarSet, AC.ActionVarCheck, AC.ActionVarCopy, AC.ActionSceneCheckAttribute, AC.ActionVarPreset, and AC.ActionVarPopup.

virtual void AC.Action.AssignValues ( List< ActionParameter parameters)
virtual

Overwrites any appropriate variables with values set using parameters, or from ConstantID numbers.

Parameters
parametersA List of parameters that overwrite variable values

Reimplemented in AC.ActionAnim, AC.ActionCharAnim, AC.ActionSpeech, AC.ActionRunActionList, AC.ActionMovie, AC.ActionVarSet, AC.ActionParamSet, AC.ActionCheckActionList, AC.ActionTransform, AC.ActionVarCheck, AC.ActionParamCheck, AC.ActionContainerSet, AC.ActionInventoryCheck, AC.ActionNavMesh, AC.ActionCharRender, AC.ActionInventorySet, AC.ActionQTE, AC.ActionSendMessage, AC.ActionCharFace, AC.ActionCharFollow, AC.ActionContainerCheck, AC.ActionMenuState, AC.ActionParent, AC.ActionTeleport, AC.ActionCameraTP, AC.ActionSaveHandle, AC.ActionCharMove, AC.ActionInstantiate, AC.ActionTintMap, AC.ActionCameraSplit, AC.ActionSound, AC.ActionTrackSet, AC.ActionInventorySelect, AC.ActionMusic, AC.ActionVarCopy, AC.ActionBlendShape, AC.ActionCharPathFind, AC.ActionHighlight, AC.ActionManageProfiles, AC.ActionMenuSetInputBox, AC.ActionScene, AC.ActionSceneCheck, AC.ActionCamera, AC.ActionCharHold, AC.ActionManageSaves, AC.ActionPauseActionList, AC.ActionPlayMaker, AC.ActionFootstepSounds, AC.ActionMenuJournal, AC.ActionSaveCheck, AC.ActionTrackCheck, AC.ActionCharFaceDirection, AC.ActionMenuSlotCheck, AC.ActionSceneAdd, AC.ActionVolume, AC.ActionChangeMaterial, AC.ActionCharRename, AC.ActionInputCheck, AC.ActionInteraction, AC.ActionMenuCheck, AC.ActionRename, AC.ActionCameraShake, AC.ActionFade, AC.ActionInteractionCheck, AC.ActionInventoryCheckSelected, AC.ActionStopActionList, AC.ActionVarSequence, AC.ActionCameraCrossfade, AC.ActionCharPortrait, AC.ActionCinemaDirector, AC.ActionContainerOpen, AC.ActionConversation, AC.ActionHotspotEnable, AC.ActionSoundShot, AC.ActionSpriteFade, AC.ActionVarPreset, AC.ActionSpeechWait, AC.ActionVisible, AC.ActionVisibleCheck, AC.ActionObjectCheck, AC.ActionMoveableCheck, and AC.ActionPause.

virtual void AC.Action.AssignValues ( )
virtual

Overwrites any appropriate variables from ConstantID numbers.

Reimplemented in AC.ActionPlayerSwitch, AC.ActionDialogOption, and AC.ActionDialogOptionRename.

virtual ActionEnd AC.Action.End ( List< Action actions)
virtual

Generates an ActionEnd class that describes what should happen after the Action has run.

Parameters
actionsThe List of Actions that the Action is a part of
Returns
An ActionEnd class that describes what should happen after the Action has run

Reimplemented in AC.ActionSaveHandle, AC.ActionScene, AC.ActionEndGame, AC.ActionCheck, AC.ActionVarPopup, AC.ActionVarSequence, AC.ActionCheckMultiple, and AC.ActionRandomCheck.

void AC.Action.PrintComment ( GameObject  _gameObject)

Prints the Action's comment, if applicable, to the Console.

Parameters
_gameObjectThe associated GameObject that contains the ActionList of which this Action is a part of
virtual float AC.Action.Run ( )
virtual

Runs the Action.

Returns
The time, in seconds, to wait before ActionList calls this function again. If 0, then the Action will not be re-run. If >0, and isRunning = True, then the Action will be re-run isRunning = False

Reimplemented in AC.ActionParamSet, AC.ActionAnim, AC.ActionNavMesh, AC.ActionRunActionList, AC.ActionSpeech, AC.ActionCharAnim, AC.ActionVarSet, AC.ActionCharMove, AC.ActionMovie, AC.ActionTintMap, AC.ActionCharHold, AC.ActionInstantiate, AC.ActionSendMessage, AC.ActionPlayerSwitch, AC.ActionChangeMaterial, AC.ActionCharFace, AC.ActionCharPathFind, AC.ActionVarCopy, AC.ActionBlendShape, AC.ActionContainerSet, AC.ActionTeleport, AC.ActionTransform, AC.ActionCharRender, AC.ActionParent, AC.ActionSound, AC.ActionPlayMaker, AC.ActionQTE, AC.ActionFootstepSounds, AC.ActionHighlight, AC.ActionInventorySet, AC.ActionMenuState, AC.ActionCharFollow, AC.ActionTrackSet, AC.ActionVarPreset, AC.ActionCameraTP, AC.ActionSaveHandle, AC.ActionCameraSplit, AC.ActionMenuSetInputBox, AC.ActionMusic, AC.ActionScene, AC.ActionCharFaceDirection, AC.ActionInventorySelect, AC.ActionPauseActionList, AC.ActionCamera, AC.ActionCharRename, AC.ActionManageProfiles, AC.ActionCameraShake, AC.ActionMenuJournal, AC.ActionCameraCrossfade, AC.ActionCharPortrait, AC.ActionContainerOpen, AC.ActionManageSaves, AC.ActionVolume, AC.ActionSceneAdd, AC.ActionSpeechWait, AC.ActionStopActionList, AC.ActionSystemLock, AC.ActionCinemaDirector, AC.ActionInputCheck, AC.ActionInteraction, AC.ActionRename, AC.ActionFade, AC.ActionPlayerLock, AC.ActionSoundShot, AC.ActionConversation, AC.ActionDialogOption, AC.ActionDialogOptionRename, AC.ActionHotspotEnable, AC.ActionSpriteFade, AC.ActionCheckActionList, AC.ActionVisible, AC.ActionMixerSnapshot, AC.ActionPause, AC.ActionEndGame, AC.ActionSpeechStop, AC.ActionEvent, AC.ActionTimescale, AC.ActionInventoryCrafting, AC.ActionComment, and AC.ActionTemplate.

virtual string AC.Action.SetLabel ( )
virtual

Gets a string that is shown after the Action's title in the Editor to help the user understand what it does.

Returns
A string that is shown after the Action's title in the Editor to help the user understand what it does.

Reimplemented in AC.ActionRunActionList, AC.ActionVarSet, AC.ActionVarCheck, AC.ActionMovie, AC.ActionNavMesh, AC.ActionMenuState, AC.ActionSpeech, AC.ActionParamCheck, AC.ActionParamSet, AC.ActionPlayerSwitch, AC.ActionCharFace, AC.ActionSceneCheckAttribute, AC.ActionCharMove, AC.ActionVarSequence, AC.ActionCharPathFind, AC.ActionManageProfiles, AC.ActionTransform, AC.ActionSaveHandle, AC.ActionVarCopy, AC.ActionInventoryCheck, AC.ActionInstantiate, AC.ActionSound, AC.ActionCamera, AC.ActionTeleport, AC.ActionContainerSet, AC.ActionInventorySet, AC.ActionContainerCheck, AC.ActionHighlight, AC.ActionMusic, AC.ActionTintMap, AC.ActionSaveCheck, AC.ActionCharFaceDirection, AC.ActionBlendShape, AC.ActionSendMessage, AC.ActionInteraction, AC.ActionQTE, AC.ActionScene, AC.ActionVarPopup, AC.ActionCharHold, AC.ActionCameraTP, AC.ActionCharFollow, AC.ActionCharRender, AC.ActionTrackSet, AC.ActionCharAnim, AC.ActionInteractionCheck, AC.ActionParent, AC.ActionManageSaves, AC.ActionPauseActionList, AC.ActionConversation, AC.ActionFootstepSounds, AC.ActionInventorySelect, AC.ActionVarPreset, AC.ActionAnim, AC.ActionCameraCrossfade, AC.ActionInputCheck, AC.ActionCameraSplit, AC.ActionFade, AC.ActionMixerSnapshot, AC.ActionCinemaDirector, AC.ActionTrackCheck, AC.ActionCameraShake, AC.ActionSceneAdd, AC.ActionInventoryCheckSelected, AC.ActionCheckActionList, AC.ActionSoundShot, AC.ActionSpeechWait, AC.ActionPlayMaker, AC.ActionChangeMaterial, AC.ActionMenuSetInputBox, AC.ActionVolume, AC.ActionPlayerCheck, AC.ActionEndGame, AC.ActionMenuJournal, AC.ActionMenuSlotCheck, AC.ActionCharPortrait, AC.ActionHotspotEnable, AC.ActionSpriteFade, AC.ActionVisible, AC.ActionMenuCheck, AC.ActionStopActionList, AC.ActionCharRename, AC.ActionContainerOpen, AC.ActionVisibleCheck, AC.ActionRename, AC.ActionMoveableCheck, AC.ActionTemplate, AC.ActionPause, AC.ActionSpeechStop, AC.ActionInventoryCrafting, AC.ActionComment, and AC.ActionCheckTemplate.

virtual void AC.Action.SetLastResult ( ActionEnd  _actionEnd)
virtual

Sets the value of the lastResult ActionEnd.

Parameters
_actionEndThe ActionEnd to copy onto lastResult

Reimplemented in AC.ActionCheckActionList.

virtual void AC.Action.ShowGUI ( List< ActionParameter parameters)
virtual

Shows the Action's GUI when its parent ActionList / ActionListAsset uses parameters.

Parameters
parametersA List of parameters available in the parent ActionList / ActionListAsset

Reimplemented in AC.ActionMovie, AC.ActionRunActionList, AC.ActionVarSet, AC.ActionVarCheck, AC.ActionParamCheck, AC.ActionMenuState, AC.ActionSpeech, AC.ActionCharFace, AC.ActionCharMove, AC.ActionNavMesh, AC.ActionCharPathFind, AC.ActionSound, AC.ActionTransform, AC.ActionParamSet, AC.ActionSaveHandle, AC.ActionManageProfiles, AC.ActionCamera, AC.ActionInstantiate, AC.ActionCharFaceDirection, AC.ActionSaveCheck, AC.ActionTeleport, AC.ActionSendMessage, AC.ActionQTE, AC.ActionTintMap, AC.ActionAnim, AC.ActionInventoryCheck, AC.ActionInputCheck, AC.ActionCameraTP, AC.ActionScene, AC.ActionHighlight, AC.ActionCharAnim, AC.ActionPauseActionList, AC.ActionContainerCheck, AC.ActionFade, AC.ActionTrackSet, AC.ActionCameraShake, AC.ActionVarCopy, AC.ActionManageSaves, AC.ActionBlendShape, AC.ActionCameraCrossfade, AC.ActionContainerSet, AC.ActionMusic, AC.ActionVarSequence, AC.ActionInteraction, AC.ActionCinemaDirector, AC.ActionSceneAdd, AC.ActionCharHold, AC.ActionConversation, AC.ActionSceneCheck, AC.ActionSoundShot, AC.ActionTrackCheck, AC.ActionInventorySet, AC.ActionCharRender, AC.ActionCheckActionList, AC.ActionMenuSlotCheck, AC.ActionMenuJournal, AC.ActionParent, AC.ActionSpeechWait, AC.ActionInteractionCheck, AC.ActionVarPopup, AC.ActionHotspotEnable, AC.ActionFootstepSounds, AC.ActionInventorySelect, AC.ActionSpriteFade, AC.ActionChangeMaterial, AC.ActionCameraSplit, AC.ActionCharFollow, AC.ActionMenuSetInputBox, AC.ActionPlayMaker, AC.ActionVisible, AC.ActionVarPreset, AC.ActionMenuCheck, AC.ActionVolume, AC.ActionInventoryCheckSelected, AC.ActionVisibleCheck, AC.ActionStopActionList, AC.ActionCharRename, AC.ActionContainerOpen, AC.ActionCharPortrait, AC.ActionRename, AC.ActionParallel, AC.ActionPause, AC.ActionObjectCheck, and AC.ActionMoveableCheck.

Member Data Documentation

ActionCategory AC.Action.category = ActionCategory.Custom

The category (ActionList, Camera, Character, Container, Dialogue, Engine, Hotspot, Input, Inventory, Menu, Moveable, Object, Player, Save, Sound, ThirdParty, Variable, Custom)

string AC.Action.comment

A user-defined comment about the Action's purpose

string AC.Action.description

A brief description about what the Action does

ResultAction AC.Action.endAction = ResultAction.Continue

What happens when the Action ends (Continue, Stop, Skip, RunCutscene)

int AC.Action.id

A unique identifier

bool AC.Action.isAssetFile = false

If True, the Action is stored within an ActionListAsset file

bool AC.Action.isBreakPoint = false

If True, the Editor will pause when this Action is run in-game

bool AC.Action.isDisplayed

If True, the Action is expanded in the Editor

bool AC.Action.isEnabled = true

If True, the Action is enabled and can be run

bool AC.Action.isMarked = false

If True, the Action has been marked for modification in ActionListEditorWindow

bool AC.Action.isRunning

If True, then the Action is running

ActionEnd AC.Action.lastResult = new ActionEnd (-10)

What happened the last time the Action was run (used when skipping Actions)

ActionListAsset AC.Action.linkedAsset

The ActionListAsset to run, if resultAction = ResultAction.RunCutscene and the Action is in an ActionListAsset file

Cutscene AC.Action.linkedCutscene

The Cutscene to run, if resultAction = ResultAction.RunCutscene and the Action is in a scene-based ActionList

Rect AC.Action.nodeRect = new Rect (0,0,300,60)

The Action's node Rect within the ActionListEditorWindow

int AC.Action.numSockets = 1

How many output sockets the Action has

bool AC.Action.showComment

If True, then the comment text will be shown in the Action's UI in the ActionList Editor window

bool AC.Action.showOutputSockets = true

If True, then output sockets and wires will be visible when the Action is viewed within the ActionList Editor window

int AC.Action.skipAction = -1

The index number of the Action to skip to, if resultAction = ResultAction.Skip

AC.Action AC.Action.skipActionActual

The Action to skip to, if resultAction = ResultAction.Skip

string AC.Action.title

The Action's title

bool AC.Action.willWait

If True, the ActionList will wait until the Action has finished running before continuing