Adventure Creator  1.79.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
AC.Player Member List

This is the complete list of members for AC.Player, including all inherited members.

_Awake() (defined in AC.Char)AC.Charprotectedvirtual
_characterController (defined in AC.Char)AC.Charprotected
_collider (defined in AC.Char)AC.Charprotected
_FixedUpdate()AC.Playervirtual
_LateUpdate()AC.Playervirtual
_rigidbody (defined in AC.Char)AC.Charprotected
_rigidbody2D (defined in AC.Char)AC.Charprotected
_spriteDirectionDataAC.Char
_transform (defined in AC.Char)AC.Charprotected
_Update()AC.Playervirtual
Accelerate() (defined in AC.Player)AC.Playerprotectedvirtual
accelerationAC.Char
AccurateAcc(float targetSpeed, bool canStop) (defined in AC.Char)AC.Charprotected
AccurateDestination()AC.Char
ActiveCharacterAnimationShotAC.Char
activePath (defined in AC.Char)AC.Charprotected
activeSpeech (defined in AC.Char)AC.Charprotected
AffectedByVerticalReductionAC.Char
AllDirectionsLocked()AC.Player
angleParameterAC.Char
angleSnappingAC.Char
animationEngineAC.Char
animCrossfadeSpeedAC.Char
antiGlideModeAC.Char
audioSource (defined in AC.Char)AC.Charprotected
AutoSyncHotspot() (defined in AC.Player)AC.Playerprotected
autoSyncHotspotStateAC.Player
Awake() (defined in AC.Player)AC.Playerprotected
BaseUpdate() (defined in AC.Char)AC.Charprotected
bodyIKTurnFactorAC.Char
CanBeDirectControlled() (defined in AC.Player)AC.Playerprotectedvirtual
CancelPathfindRecalculations()AC.Player
canRunInReverseAC.Char
CanTranslate(int index)AC.Char
charStateAC.Char
ClearExpression()AC.Char
ClearHeadTurnTarget(bool isInstant, HeadFacing _headFacing)AC.Char
ClearHeadTurnTarget(bool isInstant)AC.Char
Convert()AC.NPC
crossfadeAnimsAC.Char
CurrentExpressionAC.Char
customAnimationClassAC.Char
customAnimatorAC.Char
decelerationAC.Char
directionParameterAC.Char
DirectMovementTargetLockAC.Player
displayLineIDAC.Char
doDiagonalsAC.Char
doDirectionsAC.Char
doWallReductionAC.Char
downMovementLocked (defined in AC.Player)AC.Player
EndPath()AC.Playervirtual
AC::NPC.EndPath(Paths optionalPath, bool stopTurningToo=true)AC.Char
expressionGroupIDAC.Char
expressionParameterAC.Char
expressionsAC.Char
expressionTransitionTimeAC.Char
eyesIKTurnFactorAC.Char
firstPersonCamera (defined in AC.Player)AC.Playerprotected
FirstPersonCameraAC.Player
FirstPersonCameraComponent (defined in AC.Player)AC.Player
firstPersonCameraTransform (defined in AC.Player)AC.Playerprotected
FlattenSpriteAngle(float angle, AngleSnapping _angleSnapping)AC.Char
flipCustomAnimsAC.Char
followAcrossScenes (defined in AC.NPC)AC.NPCprotected
FollowAssign(Char _followTarget, bool _followTargetIsPlayer, float _followFrequency, float _followDistance, float _followDistanceMax, bool _faceWhenIdle=false, bool _followRandomDirection=true, bool _followAcrossScenes=false)AC.NPC
FollowCheckDistance() (defined in AC.NPC)AC.NPCprotected
FollowCheckDistanceMax() (defined in AC.NPC)AC.NPCprotected
followDistance (defined in AC.NPC)AC.NPCprotected
followDistanceMax (defined in AC.NPC)AC.NPCprotected
followDistanceMed (defined in AC.NPC)AC.NPCprotected
followFaceWhenIdle (defined in AC.NPC)AC.NPCprotected
followFrequency (defined in AC.NPC)AC.NPCprotected
followRandomDirection (defined in AC.NPC)AC.NPCprotected
FollowStop() (defined in AC.NPC)AC.NPCprotected
followTarget (defined in AC.NPC)AC.NPCprotected
followTargetIsPlayer (defined in AC.NPC)AC.NPCprotected
FollowUpdate() (defined in AC.NPC)AC.NPCprotected
followUpdateTimer (defined in AC.NPC)AC.NPCprotected
ForceIdle()AC.Char
ForceTurnFloat(float _value) (defined in AC.Player)AC.Player
ForgetLastPath()AC.Char
frameFlippingAC.Char
freeAimLocked (defined in AC.Player)AC.Player
freezeRigidbodyWhenIdleAC.Char
GetAngleDifference()AC.Char
GetAnimation()AC.Char
GetAnimator()AC.Char
GetAnimEngine()AC.Char
GetCurrentSpeech()AC.Char
GetExpressionID(string expressionLabel)AC.Char
GetExpressionID()AC.Char
GetFollowTarget()AC.NPC
GetFrameRotation()AC.Char
GetHandTransform(Hand hand)AC.Char
GetHeadTurnTarget()AC.Char
GetHeightChange()AC.Char
GetLastPath()AC.Char
GetLastPrevNode() (defined in AC.Char)AC.Charprotected
GetLastTargetNode() (defined in AC.Char)AC.Charprotected
GetLipSyncFrame()AC.Char
GetLipSyncNormalised()AC.Char
GetMotionControl()AC.Char
GetMoveDirection()AC.Char
GetMoveSpeed(bool reduceNonFacing=false)AC.Char
GetName(int languageNumber=0)AC.Char
GetNumTranslatables()AC.Char
GetOwner(int index)AC.Char
GetPath()AC.Char
GetPortrait()AC.Char
GetPortraitSprite()AC.Char
GetPreviousNode()AC.Char
GetShapeable()AC.Char
GetSpeechScreenPosition(bool keepWithinScreen=true)AC.Char
GetSpeechWorldPosition()AC.Char
GetSpriteAngle()AC.Char
GetSpriteDirection(bool ignoreFrameFlipping=false)AC.Char
GetSpriteDirectionInt(bool ignoreFrameFlipping=false)AC.Char
GetSpriteDirectionToSave() (defined in AC.Char)AC.Charprotected
GetTargetNode()AC.Char
GetTargetPosition(bool wantFinalDestination=false)AC.Char
GetTargetRotation()AC.Char
GetTargetSpeed()AC.Charprotected
GetTilt()AC.Player
GetTranslatableString(int index)AC.Char
GetTranslationID(int index)AC.Char
GetTranslationType(int index)AC.Char
GetTurnFloat()AC.Playervirtual
groundCheckLayerMaskAC.Char
Halt(bool haltTurning=true)AC.Char
HasExistingTranslation(int index)AC.Char
headFacingAC.Char
headIKTurnFactorAC.Char
headLayerAC.Char
headLookDownAnimAC.Char
headLookLeftAnimAC.Char
headLookRightAnimAC.Char
headLookUpAnimAC.Char
headPitchParameterAC.Char
headTurnSpeedAC.Char
headTurnTargetAC.Char
headTurnTargetOffsetAC.Char
headYawParameterAC.Char
Hide()AC.Playervirtual
HideFromView(Player player=null)AC.NPC
HoldObject(GameObject objectToHold, Hand hand)AC.Char
hotspotDetectorAC.Player
id (defined in AC.Player)AC.Playerprotected
IDAC.Player
idleAnimAC.Char
idleAnimSpriteAC.Char
ignoreGravityAC.Char
ikHeadTurningAC.Char
InventoryAC.Player
IsActivePlayer()AC.Playervirtual
IsCapableOfJumping()AC.Playervirtual
isEvadingPlayer (defined in AC.NPC)AC.NPCprotected
IsFollowingActivePlayerAcrossScenes()AC.Player
IsGrounded(bool reportError=false)AC.Char
isGroundedParameterAC.Char
IsJumpingAC.Char
isJumping (defined in AC.Char)AC.Charprotected
isLipSyncingAC.Char
IsLocalPlayer()AC.Player
IsLockedToPath()AC.Player
IsMovingAlongPath()AC.Char
IsMovingHead()AC.Char
IsMovingToHotspot() (defined in AC.Player)AC.Playerprotected
IsPathfinding()AC.Char
IsPlayer (defined in AC.Player)AC.Player
IsReversing()AC.Char
isRunningAC.Char
isTalkingAC.Char
IsTilting()AC.Player
IsTurning()AC.Char
IsTurning(float maxAngleThreshold)AC.Char
IsTurningBeforeWalking()AC.Char
Jump(bool mustBeGrounded=true, bool mustNotBeMidJump=true)AC.Player
jumpAnimAC.Player
jumpingLocked (defined in AC.Player)AC.Player
jumpParameterAC.Char
LayerOff (defined in AC.NPC)AC.NPCprotected
LayerOn (defined in AC.NPC)AC.NPCprotected
leftArmBoneAC.Char
leftHandBoneAC.Char
LeftHandIKController (defined in AC.Char)AC.Char
leftMovementLocked (defined in AC.Player)AC.Player
lineIDAC.Char
lipSyncBlendShapeSpeedFactorAC.Char
LipSyncGameObject()AC.Char
lipSyncGroupIDAC.Char
listExpectedAnimations (defined in AC.Char)AC.Char
LoadData(PlayerData playerData)AC.Player
AC::NPC.LoadData(NPCData data)AC.NPC
lockDirectionAC.Char
lockedPath (defined in AC.Player)AC.Playerprotected
lockedPathCanReverse (defined in AC.Player)AC.Playerprotected
lockedPathType (defined in AC.Char)AC.Charprotected
lockHotspotHeadTurning (defined in AC.Player)AC.Playerprotected
lockScaleAC.Char
lookDirection (defined in AC.Char)AC.Charprotected
mapExpressionsToShapeableAC.Char
minPlayerDistanceAC.NPC
motionControlAC.Char
mouthLayerAC.Char
MoveAlongPoints(Vector3[] pointData, bool run, bool allowUpdating=true)AC.Char
moveDirection (defined in AC.Char)AC.Charprotected
moveOutOfPlayersWayAC.NPC
moveSpeed (defined in AC.Char)AC.Charprotected
MoveSpeed (defined in AC.Char)AC.Char
moveSpeedLerp (defined in AC.Char)AC.Charprotected
moveSpeedParameterAC.Char
MoveToPoint(Vector3 point, bool run=false, bool usePathfinding=false)AC.Char
neckBoneAC.Char
newRotation (defined in AC.Char)AC.Charprotected
OnDisable() (defined in AC.Player)AC.Playerprotectedvirtual
OnEnable() (defined in AC.Player)AC.Playerprotectedvirtual
OnEnterTimeline(PlayableDirector director, int trackIndex)AC.Char
OnExitTimeline(PlayableDirector director, int trackIndex)AC.Char
OnSetPlayer(Player player) (defined in AC.Player)AC.Playerprotected
originalGravityScale (defined in AC.Char)AC.Charprotected
OwnerIsPlayer(int index)AC.Char
ownPath (defined in AC.Char)AC.Charprotected
PathfindUpdateFrequencyAC.Char
pathfindUpdateTime (defined in AC.Char)AC.Charprotected
PathUpdate() (defined in AC.Char)AC.Charprotected
pausePath (defined in AC.Char)AC.Charprotected
phonemeNormalisedParameterAC.Char
phonemeParameterAC.Char
portraitIconAC.Char
PrepareSpriteChild(bool isTopDown, bool isUnity2D) (defined in AC.Char)AC.Charprotected
prepareToJump (defined in AC.Player)AC.Playerprotected
prevNode (defined in AC.Char)AC.Charprotected
RecalculateActivePathfind()AC.Char
ReleaseHeldObject(Hand hand, bool delete)AC.Char
ReleaseHeldObjects(bool delete)AC.Char
ReleaseSorting()AC.Char
ReleaseTimelineHeadTurnOverride() (defined in AC.Char)AC.Char
RemoveFromScene(bool immediately=false)AC.Player
ResetAnimationEngine() (defined in AC.Char)AC.Char
ResetAnimator()AC.Char
ResetBaseClips()AC.Char
ResumeLastPath()AC.Char
retroPathfindingAC.Char
ReverseDirection() (defined in AC.Char)AC.Charprotected
ReverseDirectPathDirection()AC.Player
reverseSpeedFactorAC.Char
rightArmBoneAC.Char
rightHandBoneAC.Char
RightHandIKController (defined in AC.Char)AC.Char
rightMovementLocked (defined in AC.Player)AC.Player
rootTurningFactorAC.Char
rotateSprite3DAC.Char
runAnimAC.Char
runAnimSpriteAC.Char
runDistanceThresholdAC.Char
runningLocked (defined in AC.Player)AC.Player
runSoundAC.Char
runSpeedScaleAC.Char
SaveData(PlayerData playerData)AC.Player
AC::NPC.SaveData(NPCData npcData)AC.NPC
separateTalkingLayerAC.Char
SetAnimEngine(AnimationEngine _animationEngine, string customClassName="")AC.Char
SetExpression(int ID)AC.Char
SetExpression(string _name)AC.Char
SetHeadTurnTarget(Transform _headTurnTarget, Vector3 _headTurnTargetOffset, bool isInstant, HeadFacing _headFacing=HeadFacing.Manual)AC.Playervirtual
SetHotspotHeadTurnLock(bool state)AC.Player
SetID(int value)AC.Player
SetLastPath(Paths _lastPathActivePath, int _lastPathTargetNode, int _lastPathPrevNode) (defined in AC.Char)AC.Charprotected
SetLockedPath(Paths pathOb, bool canReverse=false, PathSnapping pathSnapping=PathSnapping.SnapToStart, int startingNode=0)AC.Player
SetLookDirection(Vector3 _direction, bool isInstant)AC.Char
SetMoveDirection(Vector3 _direction, bool useSmoothing=false)AC.Char
SetMoveDirectionAsBackward()AC.Char
SetMoveDirectionAsForward()AC.Char
SetName(string newName, int _lineID)AC.Char
SetPath(Paths pathOb, PathSpeed _speed)AC.Char
SetPath(Paths pathOb)AC.Char
SetPath(Paths pathOb, int _targetNode, int _prevNode)AC.Char
SetPath(Paths pathOb, int _targetNode, int _prevNode, bool affectY)AC.Char
SetRotation(Quaternion _rotation)AC.Char
SetRotation(float angle)AC.Char
SetSorting(int order)AC.Char
SetSorting(string layer)AC.Char
SetSpeechVolume(float volume)AC.Char
SetSpriteDirection(CharDirection direction)AC.Char
SetTilt(Vector3 lookAtPosition, bool isInstant)AC.Player
SetTilt(float pitchAngle, bool isInstant)AC.Player
SetTimelineHeadTurnOverride(Transform _timelineHeadTurnTarget, Vector3 _timelineHeadTurnTargetOffset, float _timelineHeadTurnWeight) (defined in AC.Char)AC.Char
SetTranslationID(int index, int _lineID)AC.Char
Show()AC.Playervirtual
simulatedMassAC.Char
simulatedVerticalSpeed (defined in AC.Char)AC.Char
skinnedMeshRenderers (defined in AC.Player)AC.Playerprotected
SnapHeadMovement()AC.Char
SnapToNavMesh2D() (defined in AC.Player)AC.Playerprotected
soundChildAC.Char
speechAudioSourceAC.Char
speechColorAC.Char
speechLabelAC.Char
speechMenuPlacementAC.Char
spriteChildAC.Char
spriteDirectionAC.Char
spriteDirectionDataAC.Char
spriteScaleAC.Char
StartDecelerating()AC.Char
StartLipSync(List< LipSyncShape > _lipSyncShapes)AC.Char
StayAwayFromPlayer() (defined in AC.NPC)AC.NPCprotected
StopFollowing()AC.NPC
StopSpeaking()AC.Char
StopTankTurning() (defined in AC.Player)AC.Playervirtual
StopTurning()AC.Char
talkAnimAC.Char
talkAnimSpriteAC.Char
talkingAnimationAC.Char
talkParameterAC.Char
tankTurnFloat (defined in AC.Player)AC.Playerprotected
tankTurning (defined in AC.Char)AC.Charprotected
TankTurnLeft(float intensity=1f)AC.Player
TankTurnRight(float intensity=1f)AC.Player
targetNode (defined in AC.Char)AC.Charprotected
Teleport(Vector3 _position, bool recalculateActivePathFind=false)AC.Char
textScrollClipAC.Char
timelineHeadTurnOverride (defined in AC.Char)AC.Charprotected
timelineHeadTurnTarget (defined in AC.Char)AC.Charprotected
timelineHeadTurnTargetOffset (defined in AC.Char)AC.Charprotected
timelineHeadTurnWeight (defined in AC.Char)AC.Charprotected
toggleRunAC.Player
ToString() (defined in AC.Player)AC.Player
TransformAC.Char
TransformForwardAC.Char
TransformRightAC.Char
TransformRotationAC.Char
TryNavPoint(Vector3 _direction, float currentDistance) (defined in AC.NPC)AC.NPCprotected
turn2DCharactersIn3DSpaceAC.Char
turnBeforeWalkingAC.Char
turnFloat (defined in AC.Char)AC.Charprotected
turningAngleThresholdAC.Char
turnLeftAnimAC.Char
TurnOff() (defined in AC.NPC)AC.NPCprotected
TurnOn() (defined in AC.NPC)AC.NPCprotected
turnParameterAC.Char
turnRightAnimAC.Char
turnSpeedAC.Char
UpdateFrameFlipping(bool ignoreLockDirectionOption=false) (defined in AC.Char)AC.Charprotected
UpdateScale() (defined in AC.Char)AC.Charprotected
UpdateSpriteChild(bool isTopDown, bool isUnity2D) (defined in AC.Char)AC.Charprotected
UpdateTranslatableString(int index, string updatedText) (defined in AC.Char)AC.Char
upMovementLocked (defined in AC.Player)AC.Player
upperBodyBoneAC.Char
useExpressionsAC.Char
useRigidbody2DForMovementAC.Char
useRigidbodyForMovementAC.Char
verticalMovementParameterAC.Char
walkAnimAC.Char
walkAnimSpriteAC.Char
walkSoundAC.Char
walkSpeedScaleAC.Char
wallDistanceAC.Char
wallLayerAC.Char
wallReductionOnlyParameterAC.Char
WillStopAtNextNode()AC.Char