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 | StopMoving () |
bool | IsMoving (TransformType transformType) |
bool | IsMoving () |
void | EndMovement () |
void | Move (Vector3 _newVector, MoveMethod _moveMethod, bool _inWorldSpace, float _transitionTime, TransformType _transformType, bool _doEulerRotation, AnimationCurve _timeCurve, bool clearExisting) |
Moves the GameObject by referencing a Vector3 as its target Transform. More... | |
void | Move (Marker _marker, MoveMethod _moveMethod, bool _inWorldSpace, float _transitionTime, AnimationCurve _timeCurve) |
Moves the GameObject by referencing a Marker component as its target Transform. More... | |
MoveableData | SaveData (MoveableData saveData) |
Updates a MoveableData class with its own variables that need saving. More... | |
void | LoadData (MoveableData saveData) |
Updates its own variables from a MoveableData class. More... | |
Vector3 | GetTargetPosition () |
Public Attributes | |
bool | predictCollisions |
Protected Member Functions | |
virtual void | Awake () |
virtual void | OnEnable () |
virtual void | OnDisable () |
void | Update () |
void | Kill () |
Protected Attributes | |
float | positionChangeTime |
float | positionStartTime |
AnimationCurve | positionTimeCurve |
MoveMethod | positionMethod |
Vector3 | startPosition |
Vector3 | endPosition |
bool | inWorldSpace |
float | rotateChangeTime |
float | rotateStartTime |
AnimationCurve | rotateTimeCurve |
MoveMethod | rotateMethod |
bool | doEulerRotation = false |
Vector3 | startEulerRotation |
Vector3 | endEulerRotation |
Quaternion | startRotation |
Quaternion | endRotation |
float | scaleChangeTime |
float | scaleStartTime |
AnimationCurve | scaleTimeCurve |
MoveMethod | scaleMethod |
Vector3 | startScale |
Vector3 | endScale |
Char | character |
Rigidbody | _rigidbody |
Rigidbody2D | _rigidbody2D |
Properties | |
Rigidbody | Rigidbody [get] |
Transform | Transform [get] |
This script provides functions to move or transform the GameObject it is attached to. It is used by the "Object: Transform" Action to move objects without scripting.
void AC.Moveable.EndMovement | ( | ) |
Halts the GameObject, and sets its Transform to its target values, if it is being moved by this script.
void AC.Moveable.LoadData | ( | MoveableData | saveData | ) |
Updates its own variables from a MoveableData class.
saveData | The MoveableData class to load from |
void AC.Moveable.Move | ( | Marker | _marker, |
MoveMethod | _moveMethod, | ||
bool | _inWorldSpace, | ||
float | _transitionTime, | ||
AnimationCurve | _timeCurve | ||
) |
Moves the GameObject by referencing a Marker component as its target Transform.
_marker | A Marker whose position, rotation and scale will be the target values of the GameObject |
_moveMethod | The interpolation method by which the GameObject moves (Linear, Smooth, Curved, EaseIn, EaseOut, CustomCurve) |
_inWorldSpace | If True, the movement will use world-space co-ordinates |
_transitionTime | The time, in seconds, that the movement should take place over |
_timeCurve | If _moveMethod = MoveMethod.CustomCurve, then the movement speed will follow the shape of the supplied AnimationCurve. This curve can exceed "1" in the Y-scale, allowing for overshoot effects. |
void AC.Moveable.Move | ( | Vector3 | _newVector, |
MoveMethod | _moveMethod, | ||
bool | _inWorldSpace, | ||
float | _transitionTime, | ||
TransformType | _transformType, | ||
bool | _doEulerRotation, | ||
AnimationCurve | _timeCurve, | ||
bool | clearExisting | ||
) |
Moves the GameObject by referencing a Vector3 as its target Transform.
_newVector | The target values of either the GameObject's position, rotation or scale |
_moveMethod | The interpolation method by which the GameObject moves (Linear, Smooth, Curved, EaseIn, EaseOut, CustomCurve) |
_inWorldSpace | If True, the movement will use world-space co-ordinates |
_transitionTime | The time, in seconds, that the movement should take place over |
_transformType | The way in which the GameObject should be transformed (Translate, Rotate, Scale) |
_doEulerRotation | If True, then the GameObject's eulerAngles will be directly manipulated. Otherwise, the rotation as a Quaternion will be affected. |
_timeCurve | If _moveMethod = MoveMethod.CustomCurve, then the movement speed will follow the shape of the supplied AnimationCurve. This curve can exceed "1" in the Y-scale, allowing for overshoot effects. |
clearExisting | If True, then existing transforms will be stopped before new transforms will be made |
MoveableData AC.Moveable.SaveData | ( | MoveableData | saveData | ) |
Updates a MoveableData class with its own variables that need saving.
saveData | The original MoveableData class |
void AC.Moveable.StopMoving | ( | ) |
Halts the GameObject, if it is being moved by this script.
bool AC.Moveable.predictCollisions |
If True, then movement will not occur if it results in a collision
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get |
The attached Rigidbody
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get |
A cache of the Hotspot's transform component