|
Adventure Creator 1.85.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2025
|
Public Member Functions | |
| virtual void | Declare (AC.Char _character) |
| Initialises the engine. | |
| virtual void | CharSettingsGUI () |
| virtual void | CharExpressionsGUI () |
| virtual PlayerData | SavePlayerData (PlayerData playerData, Player player) |
| virtual void | LoadPlayerData (PlayerData playerData, Player player) |
| virtual NPCData | SaveNPCData (NPCData npcData, NPC npc) |
| virtual void | LoadNPCData (NPCData npcData, NPC npc) |
| virtual void | ActionCharAnimGUI (ActionCharAnim action, List< ActionParameter > parameters=null) |
| virtual void | ActionCharAnimAssignValues (ActionCharAnim action, List< ActionParameter > parameters) |
| virtual float | ActionCharAnimRun (ActionCharAnim action) |
| virtual void | ActionCharAnimSkip (ActionCharAnim action) |
| virtual void | ActionSpeechGUI (ActionSpeech action, Char speaker) |
| virtual void | ActionSpeechRun (ActionSpeech action) |
| virtual void | ActionSpeechSkip (ActionSpeech action) |
| virtual void | ActionAnimGUI (ActionAnim action, List< ActionParameter > parameters) |
| virtual string | ActionAnimLabel (ActionAnim action) |
| virtual void | ActionAnimAssignValues (ActionAnim action, List< ActionParameter > parameters) |
| virtual float | ActionAnimRun (ActionAnim action) |
| virtual void | ActionAnimSkip (ActionAnim action) |
| virtual void | ActionCharRenderGUI (ActionCharRender action, List< ActionParameter > parameters) |
| virtual void | ActionCharRenderGUI (ActionCharRender action) |
| virtual float | ActionCharRenderRun (ActionCharRender action) |
| virtual void | PlayIdle () |
| virtual void | PlayWalk () |
| virtual void | PlayRun () |
| virtual void | PlayTalk () |
| virtual void | PlayVertical () |
| virtual void | PlayJump () |
| virtual void | PlayTurnLeft () |
| virtual void | PlayTurnRight () |
| virtual void | TurnHead (Vector2 angles) |
| Rotates a character's head. | |
| virtual void | OnSetExpression () |
| Called whenever the character's Expression is changed. It can be read with CurrentExpression. | |
| virtual bool | RequiresRememberAnimator (ActionCharAnim action) |
| virtual bool | RequiresRememberAnimator (ActionAnim action) |
| virtual void | AddSaveScript (Action _action, GameObject _gameObject) |
| Adds any relevent Remember scripts onto a GameObject referenced by an animation-based Action. | |
Public Attributes | |
| TurningStyle | turningStyle = TurningStyle.Script |
| bool | isSpriteBased = false |
Protected Attributes | |
| AC.Char | character |
Properties | |
| bool | updateHeadAlways [get, protected set] |
| virtual bool | IKEnabled [get] |
A base class for all Animation Engines. Subclasses of this script contain functions to perform standard character animations (e.g "Idle", "Walk", etc) and are called as appropriately by Player / NPC. It also contains code that alter each of the various animation Actions (e.g. ActionAnim). To create a new animation engine to control an NPC or Player, create a new subclass of this script and set the character's animationEngine to AnimationEngine.Custom. Then set the character's customAnimationClass string to match the name of the new subclass.
|
virtual |
Adds any relevent Remember scripts onto a GameObject referenced by an animation-based Action.
| _action | The Action referencing the GameObject |
| _gameObject | The GameObject being referenced |
Reimplemented in AC.AnimEngine_Mecanim, and AC.AnimEngine_SpritesUnityComplex.
|
virtual |
Initialises the engine.
| _character | The Player/NPC that this instance is controlling. |
Reimplemented in AC.AnimEngine_Mecanim, AC.AnimEngine_SpritesUnity, and AC.AnimEngine_SpritesUnityComplex.
|
virtual |
Called whenever the character's Expression is changed. It can be read with CurrentExpression.
Reimplemented in AC.AnimEngine_Legacy, and AC.AnimEngine_Mecanim.
|
virtual |
Plays the character's 'Idle' animation.
Reimplemented in AC.AnimEngine_Legacy, AC.AnimEngine_Mecanim, AC.AnimEngine_SpritesUnity, and AC.AnimEngine_SpritesUnityComplex.
|
virtual |
Plays the character's 'Jump' animation.
Reimplemented in AC.AnimEngine_Legacy, AC.AnimEngine_Mecanim, and AC.AnimEngine_SpritesUnityComplex.
|
virtual |
Plays the character's 'Run' animation.
Reimplemented in AC.AnimEngine_Legacy, AC.AnimEngine_Mecanim, AC.AnimEngine_SpritesUnity, and AC.AnimEngine_SpritesUnityComplex.
|
virtual |
Plays the character's 'Talk' animation.
Reimplemented in AC.AnimEngine_Legacy, AC.AnimEngine_Mecanim, AC.AnimEngine_SpritesUnity, and AC.AnimEngine_SpritesUnityComplex.
|
virtual |
Plays the character's 'Spot-turn left' animation.
Reimplemented in AC.AnimEngine_Legacy, and AC.AnimEngine_SpritesUnityComplex.
|
virtual |
Plays the character's 'Spot-turn right' animation.
Reimplemented in AC.AnimEngine_Legacy, and AC.AnimEngine_SpritesUnityComplex.
|
virtual |
Called every frame to animate the character based on height change. The character's height change can be found with GetHeightChange ().
Reimplemented in AC.AnimEngine_Mecanim, and AC.AnimEngine_SpritesUnityComplex.
|
virtual |
Plays the character's 'Walk' animation.
Reimplemented in AC.AnimEngine_Legacy, AC.AnimEngine_Mecanim, AC.AnimEngine_SpritesUnity, and AC.AnimEngine_SpritesUnityComplex.
|
virtual |
Rotates a character's head.
| angles | The new angles to rotate the head to |
Reimplemented in AC.AnimEngine_Legacy, AC.AnimEngine_Mecanim, AC.AnimEngine_SpritesUnity, and AC.AnimEngine_SpritesUnityComplex.
| bool AC.AnimEngine.isSpriteBased = false |
If True, then the engine is sprite-based, and character's will rely on their spriteChild for animation
| TurningStyle AC.AnimEngine.turningStyle = TurningStyle.Script |
How character turning is handled (Linear, RootMotion, Script)
|
getprotected set |
If True, then the TurnHead method will be called every frame regardless of whether or not the head is looking at something