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| InvVar (int[] idArray) |
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| InvVar (int _id, VariableType _type) |
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| InvVar (InvVar assetVar) |
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void | TransferValues (InvVar invVar, bool addValues=false) |
| Updates the 'value' variables specific to an inventory item based on another InvVar instance. More...
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string | GetDisplayValue (int languageNumber=0, int itemCount=1) |
| Gets the property's value as a string. More...
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void | LoadData (string[] data) |
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override string | GetTranslatableString (int index) |
| Gets the text to be translated, given its index. More...
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override int | GetTranslationID (int index) |
| Gets the translation ID of a given text index. More...
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override AC_TextType | GetTranslationType (int index) |
| Gets the translation type of a given text index. More...
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override bool | HasExistingTranslation (int index) |
| Checks if a given text index has already been assigned a unique translation ID. More...
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override void | SetTranslationID (int index, int _lineID) |
| Sets the translation ID of a given text index More...
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override bool | CanTranslate (int index) |
| Checks if a given text index can and should be translated. More...
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void | ShowGUI (string apiPrefix, bool allowSceneGameObjects=false) |
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| GVar (int[] idArray) |
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| GVar (GVar assetVar) |
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int | AssignUniqueID (int[] idArray) |
| Sets the internal ID to a unique number based on an array of previously-used values More...
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void | Download (VariableLocation _location=VariableLocation.Global, Variables _variables=null) |
| Sets its value to that of its linked variable (if appropriate). More...
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void | Upload (VariableLocation _location=VariableLocation.Global, Variables _variables=null) |
| Sets the value of its linked variable to its value (if appropriate). More...
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void | BackupValue () |
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void | RestoreBackupValue () |
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void | SetStringValue (string newValue, int newLineID=-1) |
| Sets the value if its type is String. More...
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void | CreateRuntimeTranslations () |
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string[] | GetTranslations () |
| Gets the variable's translations, if they exist. More...
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void | CopyFromVariable (GVar oldVar, VariableLocation oldLocation) |
| Copies the value of another variable onto itself. More...
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string | GetValue (int languageNumber=0) |
| Returns the variable's value. More...
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string | GetPopUpsString () |
| Gets all possible PopUp values as a single string, where the values are separated by a ']' character. More...
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bool | HasTranslations () |
| Checks if the Variable is translatable. More...
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bool | IsGlobalVariable () |
| Checks if this Variable is defined under the Variable Manager's list of Global Variables More...
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int | GetNumPopUpValues () |
| Gets the number of possible values, if of the type PopUp More...
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string | GetPopUpForIndex (int index, int language=0) |
| Gets the PopUp value of a given index and language, if of type PopUp More...
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void | AssignPreset (PresetValue presetValue) |
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override string | ToString () |
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void | UpdateTranslatableString (int index, string updatedText) |
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int | GetNumTranslatables () |
| Gets the maximum number of possible translatable texts. More...
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string | GetOwner (int index) |
| Gets the name of the translatable text's owner. In the case of speech text, it is the name of the character. In the case of menu element text, it is the name of the menu element. More...
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bool | OwnerIsPlayer (int index) |
| Checks if the translatable text's owner is a Player. This is necessary for speech lines, since multiple player prefabs can feasibly share the same line. More...
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string[] | GenerateEditorPopUpLabels () |
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void | ShowGUI (VariableLocation location, bool canEdit, List< VarPreset > _varPresets=null, string apiPrefix="", Variables _variables=null) |
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A data class for inventory properties. Properties are created in the Inventory Manager asset file, and stored in each instance of InvItem class. Inventory items held by the player during gameplay are stored in the localItems List within RuntimeInventory.