Adventure Creator
1.79.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
|
Public Member Functions | |
void | ShowGUI (Rect windowRect) |
InvItem | CreateNewItem (int newID=-1) |
Creates a new inventory item More... | |
int | GetArraySlot (int _id) |
string[] | GetLabelList () |
int | GetBinSlot (int _id) |
void | ChangeItemID (int oldID, int newID) |
void | ChangeDocumentID (int oldID, int newID) |
void | ChangeObjectiveID (int oldID, int newID) |
InvVar | GetProperty (int ID) |
Gets an inventory property. More... | |
Document | GetDocument (int ID) |
Gets a Document. More... | |
Objective | GetObjective (int ID) |
Gets an Objective. More... | |
string | GetLabel (int _id) |
Gets an inventory item's label. More... | |
InvItem | GetItem (string _name) |
Gets an inventory item. More... | |
InvItem | GetItem (int _id) |
Gets an inventory item. More... | |
Recipe | GetRecipe (int _id) |
Gets a Recipe. More... | |
int | GetFirstItemsCategoryID () |
bool | IsInItemsCategory (int binID) |
bool | IsInDocumentsCategory (int binID) |
bool | IsInObjectivesCategory (int binID) |
int | GetFirstDocumentsCategoryID () |
int | GetFirstObjectivessCategoryID () |
InvBin | GetCategory (int categoryID) |
Gets an inventory category. More... | |
InvItem[] | GetItemsInCategory (int categoryID) |
Gets an array of all inventory items in a given category More... | |
Document[] | GetDocumentsInCategory (int categoryID) |
Gets an array of all Documents in a given category More... | |
bool | ObjectiveIsPerPlayer (int objectiveID) |
Checks if a given Objective is per-Player, i.e. each player has their own instance of the Objective More... | |
int | ChooseCategoryGUI (string label, int binID, bool forItems, bool forDocuments, bool forObjectives, string apiPrefix="", string tooltip="") |
Static Public Member Functions | |
static int | DocumentSelectorList (int ID, string label="Document:") |
static int | ObjectiveSelectorList (int ID, string label="Objective:") |
Public Attributes | |
List< InvItem > | items = new List<InvItem>() |
List< InvBin > | bins = new List<InvBin>() |
List< InvVar > | invVars = new List<InvVar>() |
ActionListAsset | unhandledCombine |
ActionListAsset | unhandledHotspot |
bool | passUnhandledHotspotAsParameter |
ActionListAsset | unhandledGive |
List< Recipe > | recipes = new List<Recipe>() |
List< Document > | documents = new List<Document>() |
List< Objective > | objectives = new List<Objective>() |
ObjectiveStateLabel | objectiveStateActiveLabel = new ObjectiveStateLabel ("Active") |
ObjectiveStateLabel | objectiveStateCompleteLabel = new ObjectiveStateLabel ("Complete") |
ObjectiveStateLabel | objectiveStateFailLabel = new ObjectiveStateLabel ("Fail") |
Handles the "Inventory" tab of the Game Editor window. All inventory items, inventory categories and recipes are defined here.
InvItem AC.InventoryManager.CreateNewItem | ( | int | newID = -1 | ) |
Creates a new inventory item
newID | If >= 0, the ID number of the item, if available. If it is already taken, the item will not be created |
InvBin AC.InventoryManager.GetCategory | ( | int | categoryID | ) |
Gets an inventory category.
categoryID | The ID number of the inventory category to find |
Document AC.InventoryManager.GetDocument | ( | int | ID | ) |
Document [] AC.InventoryManager.GetDocumentsInCategory | ( | int | categoryID | ) |
Gets an array of all Documents in a given category
categoryID | The ID number of the category in question |
int AC.InventoryManager.GetFirstDocumentsCategoryID | ( | ) |
Gets the ID of the first-defined category avaiable for Documents, or -1 otherwise
int AC.InventoryManager.GetFirstItemsCategoryID | ( | ) |
Gets the ID of the first-defined category avaiable for Inventory items, or -1 otherwise
int AC.InventoryManager.GetFirstObjectivessCategoryID | ( | ) |
Gets the ID Of the first-defined category avaiable for Objectives, or -1 otherwise
InvItem AC.InventoryManager.GetItem | ( | int | _id | ) |
Gets an inventory item.
_id | The ID number of the InvItem to find |
InvItem AC.InventoryManager.GetItem | ( | string | _name | ) |
InvItem [] AC.InventoryManager.GetItemsInCategory | ( | int | categoryID | ) |
Gets an array of all inventory items in a given category
categoryID | The ID number of the category in question |
string AC.InventoryManager.GetLabel | ( | int | _id | ) |
Gets an inventory item's label.
_id | The ID number of the InvItem to find |
Objective AC.InventoryManager.GetObjective | ( | int | ID | ) |
InvVar AC.InventoryManager.GetProperty | ( | int | ID | ) |
Gets an inventory property.
ID | The ID number of the property to get |
Recipe AC.InventoryManager.GetRecipe | ( | int | _id | ) |
bool AC.InventoryManager.ObjectiveIsPerPlayer | ( | int | objectiveID | ) |
void AC.InventoryManager.ShowGUI | ( | Rect | windowRect | ) |
Shows the GUI.
The game's full list of inventory item categories
The game's full list of documents
The game's full list of inventory item properties
The game's full list of inventory items
The game's full list of objectives
bool AC.InventoryManager.passUnhandledHotspotAsParameter |
If True, the Hotspot clicked on to initiate unhandledHotspot will be sent as a parameter to the ActionListAsset
The game's full list of available recipes
ActionListAsset AC.InventoryManager.unhandledCombine |
The default ActionListAsset to run if an inventory combination is unhandled
ActionListAsset AC.InventoryManager.unhandledGive |
The default ActionListAsset to run if giving an inventory item to an NPC is unhandled
ActionListAsset AC.InventoryManager.unhandledHotspot |
The default ActionListAsset to run if using an inventory item on a Hotspot is unhandled