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

Public Member Functions

override float Run ()
 Runs the Action. More...
 
override void ShowGUI ()
 
override bool ReferencesPlayer (int playerID=-1)
 Checks if the Action makes reference to a particular ActionList asset More...
 
- Public Member Functions inherited from AC.Action
 Action ()
 
virtual void Upgrade ()
 
virtual void Skip ()
 
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 (List< ActionParameter > parameters)
 Shows the Action's GUI when its parent ActionList / ActionListAsset uses parameters. More...
 
void SkipActionGUI (List< Action > actions, bool showGUI)
 
virtual void AssignConstantIDs (bool saveScriptsToo=false, bool fromAssetFile=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...
 
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 ReferencesObjectOrID (GameObject gameObject, int id)
 Checks if the Action makes reference to a particular GameObject More...
 
virtual bool ReferencesAsset (ActionListAsset actionListAsset)
 
virtual List< ActionListAssetGetReferencedActionListAssets ()
 
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 ()
 
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 ActionPlayerLock CreateNew (LockType movementLock, LockType jumpLock=LockType.NoChange, LockType freeAimLock=LockType.NoChange, LockType cursorLock=LockType.NoChange, PlayerMoveLock movementSpeedLock=PlayerMoveLock.NoChange, LockType gravityLock=LockType.NoChange, LockType hotspotHeadTurnLock=LockType.NoChange, Paths limitToPath=null)
 Creates a new instance of the 'Player: Constrain' Action More...
 
static ActionPlayerLock CreateNew (LockType upMovementLock, LockType downMovementLock, LockType leftMovementLock, LockType rightMovementLock, LockType jumpLock=LockType.NoChange, LockType freeAimLock=LockType.NoChange, LockType cursorLock=LockType.NoChange, PlayerMoveLock movementSpeedLock=PlayerMoveLock.NoChange, LockType gravityLock=LockType.NoChange, LockType hotspotHeadTurnLock=LockType.NoChange, Paths limitToPath=null)
 Creates a new instance of the 'Player: Constrain' Action 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

LockType doUpLock = LockType.NoChange
 
LockType doDownLock = LockType.NoChange
 
LockType doLeftLock = LockType.NoChange
 
LockType doRightLock = LockType.NoChange
 
PlayerMoveLock doRunLock = PlayerMoveLock.NoChange
 
LockType doJumpLock = LockType.NoChange
 
LockType freeAimLock = LockType.NoChange
 
LockType cursorState = LockType.NoChange
 
LockType doGravityLock = LockType.NoChange
 
LockType doHotspotHeadTurnLock = LockType.NoChange
 
Paths movePath
 
bool lockedPathCanReverse
 
- 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

bool AllowHeadTurning ()
 
bool IsSingleLockMovement ()
 
bool ChangingMovementLock ()
 
bool IsInFirstPerson ()
 
- 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

◆ CreateNew() [1/2]

static ActionPlayerLock AC.ActionPlayerLock.CreateNew ( LockType  movementLock,
LockType  jumpLock = LockType.NoChange,
LockType  freeAimLock = LockType.NoChange,
LockType  cursorLock = LockType.NoChange,
PlayerMoveLock  movementSpeedLock = PlayerMoveLock.NoChange,
LockType  gravityLock = LockType.NoChange,
LockType  hotspotHeadTurnLock = LockType.NoChange,
Paths  limitToPath = null 
)
static

Creates a new instance of the 'Player: Constrain' Action

Parameters
movementLockWhether or not to constrain movement in all directions
jumpLockWhether or not to constrain jumping
freeAimLockWhether or not to constrain free-aiming
cursorLockWhether or not to constrain the cursor
movementSpeedLockWhether or not to constrain movement speed
hotspotHeadTurnLockWhether or not to constrain Hotspot head-turning
limitToPathIf set, a Path to constrain movement along, if using Direct movement
Returns
The generated Action

◆ CreateNew() [2/2]

static ActionPlayerLock AC.ActionPlayerLock.CreateNew ( LockType  upMovementLock,
LockType  downMovementLock,
LockType  leftMovementLock,
LockType  rightMovementLock,
LockType  jumpLock = LockType.NoChange,
LockType  freeAimLock = LockType.NoChange,
LockType  cursorLock = LockType.NoChange,
PlayerMoveLock  movementSpeedLock = PlayerMoveLock.NoChange,
LockType  gravityLock = LockType.NoChange,
LockType  hotspotHeadTurnLock = LockType.NoChange,
Paths  limitToPath = null 
)
static

Creates a new instance of the 'Player: Constrain' Action

Parameters
upMovementLockWhether or not to constrain movement in the Up direction
downMovementLockWhether or not to constrain movement in the Down direction
leftMovementLockWhether or not to constrain movement in the Left direction
rightMovementLockWhether or not to constrain movement in the Right direction
jumpLockWhether or not to constrain jumping
freeAimLockWhether or not to constrain free-aiming
cursorLockWhether or not to constrain the cursor
movementSpeedLockWhether or not to constrain movement speed
hotspotHeadTurnLockWhether or not to constrain Hotspot head-turning
limitToPathIf set, a Path to constrain movement along, if using Direct movement
Returns
The generated Action

◆ ReferencesPlayer()

override bool AC.ActionPlayerLock.ReferencesPlayer ( int  playerID = -1)
virtual

Checks if the Action makes reference to a particular ActionList asset

Parameters
playerIDThe Player to check for, if player-switching is enabled
Returns
True if the Action references the Player

Reimplemented from AC.Action.

◆ Run()

override float AC.ActionPlayerLock.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.

◆ ShowGUI()

override void AC.ActionPlayerLock.ShowGUI ( )
virtual

Shows the Action's GUI.

Reimplemented from AC.Action.