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 | CopyFromActionList (ActionList actionList) |
bool | IsSkippable () |
Checks if the ActionListAsset is skippable. This is safer than just reading 'isSkippable', because it also accounts for actionListType - since ActionLists that run in the background cannot be skipped More... | |
void | Interact () |
Runs the ActionList asset file More... | |
void | Interact (List< ActionParameter > newParameters) |
Runs the ActionList asset file, but updates parameter values before doing so More... | |
void | RunFromIndex (int index) |
Runs the ActionList asset file from a set point. More... | |
RuntimeActionList | Interact (int parameterID, int parameterValue) |
Runs the ActionList asset file, after setting the value of an integer parameter if it has one. More... | |
RuntimeActionList[] | GetRuntimeInstances () |
Gets an array of all ActionLists associated with this asset that are currently running. More... | |
void | KillAllInstances () |
Kills all currently-running instances of the asset. More... | |
ActionParameter | GetParameter (int _ID) |
Gets a parameter of a given ID number. This is not a default parameter, but one used at runtime to actually modify Actions. More... | |
ActionParameter | GetParameter (string label) |
List< ActionParameter > | GetParameters () |
Gets all parameters associated with the asset. If called in Edit mode, these will be the default parameters. If called at runtime, this will instead return the parameters used at runtime to actually modify Actions. More... | |
void | AssignParameterValues (List< ActionParameter > newParameters) |
Updates a List of parameter values to be used at runtime. More... | |
void | AfterDownloading () |
int | GetNumItemReferences (int itemID) |
int | UpdateItemReferences (int oldItemID, int newItemID) |
int | GetNumMenuReferences (string menuName, string elementName="") |
int | GetNumVariableReferences (VariableLocation variableLocation, int variableID, Variables _variables=null, int _variablesConstantID=0) |
int | UpdateVariableReferences (VariableLocation variableLocation, int oldVariableID, int newVariableID, Variables _variables=null, int _variablesConstantID=0) |
int | GetNumDocumentReferences (int documentID) |
int | UpdateDocumentReferences (int oldDocumentID, int newDocumentID) |
int | GetNumObjectiveReferences (int objectiveID) |
int | UpdateObjectiveReferences (int oldObjectiveID, int newObjectiveID) |
Static Public Member Functions | |
static void | ConvertToCutscene (MenuCommand command) |
static void | ConvertToActionListAsset (MenuCommand command) |
static void | FindGlobalReferences (MenuCommand command) |
static void | SyncAssetObjects (ActionListAsset actionListAsset) |
static ActionListAsset | CreateFromActions (string fileName, string filePath, List< Action > _actions) |
Public Attributes | |
List< AC.Action > | actions = new List<AC.Action>() |
bool | isSkippable = true |
ActionListType | actionListType = ActionListType.PauseGameplay |
bool | unfreezePauseMenus = true |
bool | useParameters = false |
bool | canRunMultipleInstances = false |
bool | canSurviveSceneChanges = false |
bool | revertToDefaultParametersAfterRunning = false |
int | tagID |
Properties | |
List< ActionParameter > | DefaultParameters [get, set] |
int | NumParameters [get] |
An ActionListAsset is a ScriptableObject that allows a List of Action objects to be stored within an asset file. When the file is run, the Actions are transferred to a local instance of RuntimeActionList and run from there.
void AC.ActionListAsset.AfterDownloading | ( | ) |
Called after the Actions are downloaded to a RuntimeActionList instance
void AC.ActionListAsset.AssignParameterValues | ( | List< ActionParameter > | newParameters | ) |
Updates a List of parameter values to be used at runtime.
newParameters | The new parameter values. Parameters will be updated by matchind ID value, not by index. Parameters that are not included in the list will not be updated. |
ActionParameter AC.ActionListAsset.GetParameter | ( | int | _ID | ) |
Gets a parameter of a given ID number. This is not a default parameter, but one used at runtime to actually modify Actions.
_ID | The ID of the parameter to get |
List<ActionParameter> AC.ActionListAsset.GetParameters | ( | ) |
Gets all parameters associated with the asset. If called in Edit mode, these will be the default parameters. If called at runtime, this will instead return the parameters used at runtime to actually modify Actions.
RuntimeActionList [] AC.ActionListAsset.GetRuntimeInstances | ( | ) |
Gets an array of all ActionLists associated with this asset that are currently running.
void AC.ActionListAsset.Interact | ( | ) |
Runs the ActionList asset file
RuntimeActionList AC.ActionListAsset.Interact | ( | int | parameterID, |
int | parameterValue | ||
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Runs the ActionList asset file, after setting the value of an integer parameter if it has one.
parameterID | The ID of the Integer parameter to set |
parameterValue | The value to set the Integer parameter to |
void AC.ActionListAsset.Interact | ( | List< ActionParameter > | newParameters | ) |
Runs the ActionList asset file, but updates parameter values before doing so
newParameters | The new parameter values |
bool AC.ActionListAsset.IsSkippable | ( | ) |
Checks if the ActionListAsset is skippable. This is safer than just reading 'isSkippable', because it also accounts for actionListType - since ActionLists that run in the background cannot be skipped
void AC.ActionListAsset.KillAllInstances | ( | ) |
Kills all currently-running instances of the asset.
void AC.ActionListAsset.RunFromIndex | ( | int | index | ) |
Runs the ActionList asset file from a set point.
index | The index number of actions to start from |
ActionListType AC.ActionListAsset.actionListType = ActionListType.PauseGameplay |
The effect that running the Actions has on the rest of the game (PauseGameplay, RunInBackground)
The Actions within this asset file
bool AC.ActionListAsset.canRunMultipleInstances = false |
If True, then multiple instances of this asset can be run simultaneously in the scene
bool AC.ActionListAsset.canSurviveSceneChanges = false |
If True, then the ActionList will not end when the scene changes through natural gameplay (but will still end when loading a save game file)
bool AC.ActionListAsset.isSkippable = true |
If True, the Actions will be skipped when the user presses the 'EndCutscene' Input button
bool AC.ActionListAsset.revertToDefaultParametersAfterRunning = false |
If True, and useParameters = True, then the parameters will revert to their default values after each time the Actions are run
int AC.ActionListAsset.tagID |
The ID of the associated SpeechTag
bool AC.ActionListAsset.unfreezePauseMenus = true |
If True, the game will un-freeze itself while the Actions run if the game was previously paused
bool AC.ActionListAsset.useParameters = false |
If True, ActionParameters can be used to override values within the Action objects
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getset |
The default List of ActionParameter objects that can be used to override values within the Actions, if useParameters = True
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get |
The number of parameters associated with the asset