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

Public Types

enum  WrapMode2D { Once, Loop, PingPong }
 

Public Member Functions

override void AssignValues (List< ActionParameter > parameters)
 Overwrites any appropriate variables with values set using parameters, or from ConstantID numbers. More...
 
override float Run ()
 Runs the Action. More...
 
override void Skip ()
 
void ReportWarning (string message, UnityEngine.Object context=null)
 
override void ShowGUI (List< ActionParameter > parameters)
 Shows the Action's GUI when its parent ActionList / ActionListAsset uses parameters. More...
 
override 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...
 
override void AssignConstantIDs (bool saveScriptsToo, bool fromAssetFile)
 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...
 
override bool ReferencesObjectOrID (GameObject _gameObject, int id)
 Checks if the Action makes reference to a particular GameObject More...
 
- Public Member Functions inherited from AC.Action
 Action ()
 
virtual void Upgrade ()
 
virtual int GetNextOutputIndex ()
 Gets the index of the output socket to use after the Action has run. More...
 
void PrintComment (ActionList actionList, ActionListAsset actionListAsset=null)
 Prints the Action's comment, if applicable, to the Console. More...
 
void SetOutputs (ActionEnd[] actionEnds)
 Update the Action's output sockets More...
 
void ResetSearchData ()
 
virtual void ShowGUI ()
 
void SkipActionGUI (List< Action > actions, bool showGUI)
 
void DrawOutWires (List< Action > actions, int i, int offset, Vector2 scrollPosition)
 
int FieldToID< T > (T field, int _constantID, bool alwaysAssign=false)
 
int FieldToID (Collider field, int _constantID)
 
void AddSaveScript< T > (Behaviour field)
 
void AddSaveScript< T > (GameObject _gameObject)
 
IDToField< T > (T field, int _constantID, bool moreInfo)
 
Collider IDToField (Collider field, int _constantID, bool moreInfo)
 
int FieldToID (Transform field, int _constantID, bool alwaysAssign=false)
 
Transform IDToField (Transform field, int _constantID, bool moreInfo)
 
int FieldToID (GameObject field, int _constantID)
 
int FieldToID (GameObject field, int _constantID, bool alwaysAssign)
 
GameObject IDToField (GameObject field, int _constantID, bool moreInfo)
 
GameObject IDToField (GameObject field, int _constantID, bool moreInfo, bool alwaysShow)
 
virtual bool ConvertLocalVariableToGlobal (int oldLocalID, int newGlobalID)
 Converts the Action's references from a given local variable to a given global variable More...
 
virtual bool ConvertGlobalVariableToLocal (int oldGlobalID, int newLocalID, bool isCorrectScene)
 Converts the Action's references from a given global variable to a given local variable More...
 
virtual int GetNumVariableReferences (VariableLocation location, int varID, List< ActionParameter > parameters, Variables variables=null, int variablesConstantID=0)
 Gets the number of references the Action makes to a variable More...
 
virtual int UpdateVariableReferences (VariableLocation location, int oldVarID, int newVarID, List< ActionParameter > parameters, Variables variables=null, int variablesConstantID=0)
 Updated references the Action makes to a variable More...
 
virtual bool ReferencesAsset (ActionListAsset actionListAsset)
 
virtual List< ActionListAssetGetReferencedActionListAssets ()
 
virtual bool ReferencesPlayer (int playerID=-1)
 Checks if the Action makes reference to a particular ActionList asset More...
 
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 ()
 
virtual void Reset (ActionList actionList)
 Resets any runtime values that are necessary to run the Action succesfully More...
 
BoolValue AssignBoolean (List< ActionParameter > parameters, int _parameterID, BoolValue field)
 Replaces a boolean based on an ActionParameter, if appropriate. More...
 
int AssignInteger (List< ActionParameter > parameters, int _parameterID, int field)
 Replaces an integer based on an ActionParameter, if appropriate. More...
 
float AssignFloat (List< ActionParameter > parameters, int _parameterID, float field)
 Replaces a float based on an ActionParameter, if appropriate. More...
 
Transform AssignFile (List< ActionParameter > parameters, int _parameterID, int _constantID, Transform field)
 Replaces a Transform based on an ActionParameter or ConstantID instance, if appropriate. More...
 
Collider AssignFile (List< ActionParameter > parameters, int _parameterID, int _constantID, Collider field)
 Replaces a Collider 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...
 
AssignFile< T > (List< ActionParameter > parameters, int _parameterID, int _constantID, T field, bool doLog=true)
 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...
 
void FixLinkAfterDeleting (Action actionToDelete, Action targetAction, List< Action > actionList)
 
virtual void ClearIDs ()
 
virtual void SetLastResult (int _lastRunOutput)
 Updates which output was followed when the Action was last run More...
 
void ResetLastResult ()
 
virtual void ResetAssetValues ()
 
void SetOutput (ActionEnd actionEnd)
 Update the Action's output socket More...
 

Static Public Member Functions

static ActionAnim CreateNew_SpritesUnity_PlayCustom (Animator animator, string clipName, int layerIndex, float transitionTime=0f, bool waitUntilFinish=false)
 Creates a new instance of the 'Object: Animate' Action, set to play a custom animation using the 'Sprites Unity' engine More...
 
static ActionAnim CreateNew_SpritesUnityComplex_PlayCustom (Animator animator, string clipName, int layerIndex, float transitionTime=0f, bool waitUntilFinish=false)
 Creates a new instance of the 'Object: Animate' Action, set to play a custom animation using the 'Sprites Unity Complex' engine More...
 
static ActionAnim CreateNew_SpritesUnityComplex_ChangeParameterValue (Animator animator, string parameterName, int newValue)
 Creates a new instance of the 'Object: Animate' Action, set to change an Animator's integer parameter value using the 'Sprites Unity Complex' engine More...
 
static ActionAnim CreateNew_SpritesUnityComplex_ChangeParameterValue (Animator animator, string parameterName, float newValue)
 Creates a new instance of the 'Object: Animate' Action, set to change an Animator's float parameter value using the 'Sprites Unity Complex' engine More...
 
static ActionAnim CreateNew_SpritesUnityComplex_ChangeParameterValue (Animator animator, string parameterName, bool newValue)
 Creates a new instance of the 'Object: Animate' Action, set to change an Animator's bool parameter value using the 'Sprites Unity Complex' engine More...
 
static ActionAnim CreateNew_SpritesUnityComplex_ChangeParameterValue (Animator animator, string parameterName)
 Creates a new instance of the 'Object: Animate' Action, set to change an Animator's trigger parameter value using the 'Sprites Unity Complex' engine More...
 
static ActionAnim CreateNew_Mecanim_PlayCustom (Animator animator, string clipName, int layerIndex, float transitionTime=0f, bool waitUntilFinish=false)
 Creates a new instance of the 'Object: Animate' Action, set to play a custom animation using the 'Mecanim' engine More...
 
static ActionAnim CreateNew_Mecanim_ChangeParameterValue (Animator animator, string parameterName, int newValue)
 Creates a new instance of the 'Object: Animate' Action, set to change an Animator's integer parameter value using the 'Mecanim' engine More...
 
static ActionAnim CreateNew_Mecanim_ChangeParameterValue (Animator animator, string parameterName, float newValue)
 Creates a new instance of the 'Object: Animate' Action, set to change an Animator's float parameter value using the 'Mecanim' engine More...
 
static ActionAnim CreateNew_Mecanim_ChangeParameterValue (Animator animator, string parameterName, bool newValue)
 Creates a new instance of the 'Object: Animate' Action, set to change an Animator's bool parameter value using the 'Mecanim' engine More...
 
static ActionAnim CreateNew_Mecanim_ChangeParameterValue (Animator animator, string parameterName)
 Creates a new instance of the 'Object: Animate' Action, set to change an Animator's trigger parameter value using the 'Mecanim' engine More...
 
static ActionAnim CreateNew_BlendShape (Shapeable shapeable, int shapeKey, float shapeValue, float transitionTime=1f, bool waitUntilFinish=false)
 Creates a new instance of the 'Object: Animate' Action, set to control Blendshapes More...
 
- Static Public Member Functions inherited from AC.Action
static int ChooseParameterGUI (string label, List< ActionParameter > _parameters, int _parameterID, ParameterType _expectedType, int excludeParameterID=-1, string tooltip="", bool alwaysShow=false)
 
static int ChooseParameterGUI (string label, List< ActionParameter > _parameters, int _parameterID, ParameterType[] _expectedTypes, int excludeParameterID=-1, string tooltip="")
 
static int ChooseParameterGUI (List< ActionParameter > _parameters, int _parameterID)
 
static int FieldToID (GameObject field, int _constantID, bool alwaysAssign, bool _isAssetFile)
 
static GameObject IDToField (GameObject field, int _constantID, bool moreInfo, bool alwaysShow, bool _isAssetFile)
 
static ActionEnd GenerateStopActionEnd ()
 
static T CreateNew< T > ()
 
static Action CreateNew (string className)
 
static void EditSource (Action _action)
 

Public Attributes

int parameterID = -1
 
int constantID = 0
 
Animation _anim
 
Animation runtimeAnim
 
AnimationClip clip
 
float fadeTime = 0f
 
int clipParameterID = -1
 
Transform _anim2D
 
Transform runtimeAnim2D
 
Animator animator
 
Animator runtimeAnimator
 
string clip2D
 
int clip2DParameterID = -1
 
WrapMode2D wrapMode2D
 
int layerInt
 
Shapeable shapeObject
 
Shapeable runtimeShapeObject
 
int shapeKey = 0
 
float shapeValue = 0f
 
bool isPlayer = false
 
AnimMethodMecanim methodMecanim
 
MecanimParameterType mecanimParameterType
 
string parameterName
 
int parameterNameID = -1
 
float parameterValue
 
int parameterValueParameterID = -1
 
AnimMethod method
 
AnimationBlendMode blendMode = AnimationBlendMode.Blend
 
AnimPlayMode playMode
 
AnimationEngine animationEngine = AnimationEngine.Legacy
 
string customClassName
 
bool enteredCorrectState
 
- Public Attributes inherited from AC.Action
int id
 
bool isDisplayed
 
bool showComment
 
string comment
 
bool willWait
 
bool isRunning
 
List< ActionEndendings = new List<ActionEnd> ()
 
bool isEnabled = true
 
bool isAssetFile = false
 
bool isMarked = false
 
bool isBreakPoint = false
 
Color overrideColor = Color.white
 
bool showOutputSockets = true
 
ActionList parentActionListInEditor = null
 

Protected Member Functions

void ResetAnimationEngine ()
 
- Protected Member Functions inherited from AC.Action
void AddSearchTerm (string term)
 
string TextArea (string text)
 
string TextField (string label, string text)
 
string DelayedTextField (string label, string text)
 
void AfterRunningOption ()
 
void SkipActionGUI (ActionEnd ending, List< Action > actions, bool showGUI)
 
void AssignConstantID< T > (T field, int _constantID, int _parameterID)
 
void AssignConstantID (Collider field, int _constantID, int _parameterID)
 
void AssignConstantID (Transform field, int _constantID, int _parameterID)
 
void AssignConstantID (GameObject field, int _constantID, int _parameterID)
 
int ChoosePlayerGUI (int _playerID, bool includeActiveOption=false)
 
void TryAssignConstantID (Component component, ref int _constantID)
 
void TryAssignConstantID (GameObject gameObject, ref int _constantID)
 
Player AssignPlayer (int _playerID, List< ActionParameter > parameters, int _playerParameterID)
 
void Log (string message, Object context=null)
 
void LogWarning (string message, Object context=null)
 
void LogError (string message, Object context=null)
 
ActionParameter GetParameterWithID (List< ActionParameter > parameters, int _id)
 
string AssignString (List< ActionParameter > parameters, int _parameterID, string field)
 
Vector3 AssignVector3 (List< ActionParameter > parameters, int _parameterID, Vector3 field)
 
int AssignVariableID (List< ActionParameter > parameters, int _parameterID, int field)
 
GVar AssignVariable (List< ActionParameter > parameters, int _parameterID, GVar field)
 
Variables AssignVariablesComponent (List< ActionParameter > parameters, int _parameterID, Variables field)
 
int AssignInvItemID (List< ActionParameter > parameters, int _parameterID, int field)
 
int AssignDocumentID (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...
 
GameObject AssignFile (int _constantID, GameObject field)
 Replaces a GameObject based on a ConstantID, if appropriate. More...
 
virtual string GetSocketLabel (int i)
 
ActionEnd GenerateActionEnd (ResultAction _resultAction, ActionListAsset _linkedAsset, Cutscene _linkedCutscene, int _skipAction, Action _skipActionActual, List< Action > _actions)
 

Properties

override ActionCategory Category [get]
 
override string Title [get]
 
override string Description [get]
 
- Properties inherited from AC.Action
string searchData [get, protected set]
 
virtual ActionCategory Category [get]
 
virtual string Title [get]
 
virtual string Description [get]
 
virtual int NumSockets [get]
 
virtual bool RunNormallyWhenSkip [get]
 
virtual bool RunAllOutputs [get]
 
float defaultPauseTime [get]
 
int LastRunOutput [get]
 
Rect NodeRect [get, set]
 

Additional Inherited Members

- Static Public Attributes inherited from AC.Action
const int skipSocketSeparation = 48
 
const int socketSeparation = 28
 
- Protected Attributes inherited from AC.Action
ActionCategory category = ActionCategory.Custom
 
string title = "Untitled"
 
string description
 

Member Function Documentation

◆ AssignConstantIDs()

override void AC.ActionAnim.AssignConstantIDs ( bool  saveScriptsToo,
bool  fromAssetFile 
)
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.
fromAssetFileIf True, then the Action is placed in an ActionListAsset file

Reimplemented from AC.Action.

◆ AssignValues()

override void AC.ActionAnim.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 from AC.Action.

◆ CreateNew_BlendShape()

static ActionAnim AC.ActionAnim.CreateNew_BlendShape ( Shapeable  shapeable,
int  shapeKey,
float  shapeValue,
float  transitionTime = 1f,
bool  waitUntilFinish = false 
)
static

Creates a new instance of the 'Object: Animate' Action, set to control Blendshapes

Parameters
shapeableThe Shapeable to manipulate
shapeKeyThe ID of the key to affect
shapeThe shape key's new value
transitionTimeThe time, in seconds, to take when transitioning
waitUntilFinishIf True, then the Action will wait until the transition is complete
Returns
The generated Action

◆ CreateNew_Mecanim_ChangeParameterValue() [1/4]

static ActionAnim AC.ActionAnim.CreateNew_Mecanim_ChangeParameterValue ( Animator  animator,
string  parameterName 
)
static

Creates a new instance of the 'Object: Animate' Action, set to change an Animator's trigger parameter value using the 'Mecanim' engine

Parameters
animatorThe Animator to manipulate
parameterNameThe name of the parameter
newValueThe parameter's new value
Returns
The generated Action

◆ CreateNew_Mecanim_ChangeParameterValue() [2/4]

static ActionAnim AC.ActionAnim.CreateNew_Mecanim_ChangeParameterValue ( Animator  animator,
string  parameterName,
bool  newValue 
)
static

Creates a new instance of the 'Object: Animate' Action, set to change an Animator's bool parameter value using the 'Mecanim' engine

Parameters
animatorThe Animator to manipulate
parameterNameThe name of the parameter
newValueThe parameter's new value
Returns
The generated Action

◆ CreateNew_Mecanim_ChangeParameterValue() [3/4]

static ActionAnim AC.ActionAnim.CreateNew_Mecanim_ChangeParameterValue ( Animator  animator,
string  parameterName,
float  newValue 
)
static

Creates a new instance of the 'Object: Animate' Action, set to change an Animator's float parameter value using the 'Mecanim' engine

Parameters
animatorThe Animator to manipulate
parameterNameThe name of the parameter
newValueThe parameter's new value
Returns
The generated Action

◆ CreateNew_Mecanim_ChangeParameterValue() [4/4]

static ActionAnim AC.ActionAnim.CreateNew_Mecanim_ChangeParameterValue ( Animator  animator,
string  parameterName,
int  newValue 
)
static

Creates a new instance of the 'Object: Animate' Action, set to change an Animator's integer parameter value using the 'Mecanim' engine

Parameters
animatorThe Animator to manipulate
parameterNameThe name of the parameter
newValueThe parameter's new value
Returns
The generated Action

◆ CreateNew_Mecanim_PlayCustom()

static ActionAnim AC.ActionAnim.CreateNew_Mecanim_PlayCustom ( Animator  animator,
string  clipName,
int  layerIndex,
float  transitionTime = 0f,
bool  waitUntilFinish = false 
)
static

Creates a new instance of the 'Object: Animate' Action, set to play a custom animation using the 'Mecanim' engine

Parameters
animatorThe Animator to manipulate
clipNameThe animation clip name to play
layerIndexThe index number on the Animator Controller that the animation clip is located in
transitionTimeThe time, in seconds, to take when transitioning from the old to the new animation
waitUntilFinishIf True, then the Action will wait until the transition is complete
Returns
The generated Action

◆ CreateNew_SpritesUnity_PlayCustom()

static ActionAnim AC.ActionAnim.CreateNew_SpritesUnity_PlayCustom ( Animator  animator,
string  clipName,
int  layerIndex,
float  transitionTime = 0f,
bool  waitUntilFinish = false 
)
static

Creates a new instance of the 'Object: Animate' Action, set to play a custom animation using the 'Sprites Unity' engine

Parameters
animatorThe Animator to manipulate
clipNameThe animation clip name to play
layerIndexThe index number on the Animator Controller that the animation clip is located in
transitionTimeThe time, in seconds, to take when transitioning from the old to the new animation
waitUntilFinishIf True, then the Action will wait until the transition is complete
Returns
The generated Action

◆ CreateNew_SpritesUnityComplex_ChangeParameterValue() [1/4]

static ActionAnim AC.ActionAnim.CreateNew_SpritesUnityComplex_ChangeParameterValue ( Animator  animator,
string  parameterName 
)
static

Creates a new instance of the 'Object: Animate' Action, set to change an Animator's trigger parameter value using the 'Sprites Unity Complex' engine

Parameters
animatorThe Animator to manipulate
parameterNameThe name of the parameter
newValueThe parameter's new value
Returns
The generated Action

◆ CreateNew_SpritesUnityComplex_ChangeParameterValue() [2/4]

static ActionAnim AC.ActionAnim.CreateNew_SpritesUnityComplex_ChangeParameterValue ( Animator  animator,
string  parameterName,
bool  newValue 
)
static

Creates a new instance of the 'Object: Animate' Action, set to change an Animator's bool parameter value using the 'Sprites Unity Complex' engine

Parameters
animatorThe Animator to manipulate
parameterNameThe name of the parameter
newValueThe parameter's new value
Returns
The generated Action

◆ CreateNew_SpritesUnityComplex_ChangeParameterValue() [3/4]

static ActionAnim AC.ActionAnim.CreateNew_SpritesUnityComplex_ChangeParameterValue ( Animator  animator,
string  parameterName,
float  newValue 
)
static

Creates a new instance of the 'Object: Animate' Action, set to change an Animator's float parameter value using the 'Sprites Unity Complex' engine

Parameters
animatorThe Animator to manipulate
parameterNameThe name of the parameter
newValueThe parameter's new value
Returns
The generated Action

◆ CreateNew_SpritesUnityComplex_ChangeParameterValue() [4/4]

static ActionAnim AC.ActionAnim.CreateNew_SpritesUnityComplex_ChangeParameterValue ( Animator  animator,
string  parameterName,
int  newValue 
)
static

Creates a new instance of the 'Object: Animate' Action, set to change an Animator's integer parameter value using the 'Sprites Unity Complex' engine

Parameters
animatorThe Animator to manipulate
parameterNameThe name of the parameter
newValueThe parameter's new value
Returns
The generated Action

◆ CreateNew_SpritesUnityComplex_PlayCustom()

static ActionAnim AC.ActionAnim.CreateNew_SpritesUnityComplex_PlayCustom ( Animator  animator,
string  clipName,
int  layerIndex,
float  transitionTime = 0f,
bool  waitUntilFinish = false 
)
static

Creates a new instance of the 'Object: Animate' Action, set to play a custom animation using the 'Sprites Unity Complex' engine

Parameters
animatorThe Animator to manipulate
clipNameThe animation clip name to play
layerIndexThe index number on the Animator Controller that the animation clip is located in
transitionTimeThe time, in seconds, to take when transitioning from the old to the new animation
waitUntilFinishIf True, then the Action will wait until the transition is complete
Returns
The generated Action

◆ ReferencesObjectOrID()

override bool AC.ActionAnim.ReferencesObjectOrID ( GameObject  gameObject,
int  id 
)
virtual

Checks if the Action makes reference to a particular GameObject

Parameters
gameObjectThe GameObject to check for
idThe GameObject's associated ConstantID value
Returns
True if the Action references the GameObject

Reimplemented from AC.Action.

◆ Run()

override float AC.ActionAnim.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 from AC.Action.

◆ SetLabel()

override string AC.ActionAnim.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 from AC.Action.

◆ ShowGUI()

override void AC.ActionAnim.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 from AC.Action.

◆ Skip()

override void AC.ActionAnim.Skip ( )
virtual

Runs the Action instantaneously.

Reimplemented from AC.Action.