Adventure Creator
1.68.4
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2018
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Public Member Functions | |
void | CopyData (PlayerData originalData) |
Copies values from another PlayerData instance onto itself. More... | |
void | UpdatePosition (SceneInfo newSceneInfo, Vector3 newPosition, Quaternion newRotation, _Camera associatedCamera) |
A data container for saving the state of a Player. Each Player in a game has its own instance of this class stored in SaveData by SaveSystem.
void AC.PlayerData.CopyData | ( | PlayerData | originalData | ) |
Copies values from another PlayerData instance onto itself.
originalData | The PlayerData to copy |
int AC.PlayerData.activeDocumentID |
The active Document being read
string AC.PlayerData.collectedDocumentData |
A record of the Documents collected
int AC.PlayerData.currentScene |
The current scene number
string AC.PlayerData.currentSceneName |
The current scene name
int AC.PlayerData.customSortingMapID |
The ConstantID number of the SortingMap that the NPC's FollowSortingMap follows, if not the scene's default
bool AC.PlayerData.followSortingMap |
True if the NPC has a FollowSortingMap component that follows the scene's default SortingMap
int AC.PlayerData.gameCamera |
The Constant ID number of the active _Camera
int AC.PlayerData.headTargetID |
The ConstantID number of the head target Transform
float AC.PlayerData.headTargetX |
The Player's head target's X position (offset)
float AC.PlayerData.headTargetY |
The Player's head target's Y position (offset)
float AC.PlayerData.headTargetZ |
The Player's head target's Z position (offset)
bool AC.PlayerData.inCustomCharState |
If True, the Player is playing a custom animation
string AC.PlayerData.inventoryData |
What Inventory Items (see: InvItem) the player is currently carrying
bool AC.PlayerData.isHeadTurning |
True if the Player's head is facing a particular object
bool AC.PlayerData.isSplitScreen |
True if split-screen is currently active
bool AC.PlayerData.isTopLeftSplit |
True if the gameplay is performed in the top (or left) side during split-screen
int AC.PlayerData.lastNavCamera |
The Constant ID number of the last active _Camera during gameplay
int AC.PlayerData.lastNavCamera2 |
The Constant ID number of the last active-but-one _Camera during gameplay
string AC.PlayerData.lastOpenDocumentPagesData |
A record of the last-opened page for each viewed Document
int AC.PlayerData.lastPlayerActivePath |
The Constant ID number of the Player's last-used Path
int AC.PlayerData.lastPlayerPrevNode |
The previous node number of the Player's last-used Path
int AC.PlayerData.lastPlayerTargetNode |
The target node number of the Player's last-used Path
float AC.PlayerData.mainCameraLocX |
The MainCamera's X position
float AC.PlayerData.mainCameraLocY |
The MainCamera's Y position
float AC.PlayerData.mainCameraLocZ |
The MainCamera's Z position
float AC.PlayerData.mainCameraRotX |
The MainCamera's X rotation
float AC.PlayerData.mainCameraRotY |
The MainCamera's Y rotation
float AC.PlayerData.mainCameraRotZ |
The MainCamera's Z rotation
string AC.PlayerData.openSubScenes |
The details any sub-scenes that are also open
float AC.PlayerData.overlayRectX |
During box-overlay, the size and position of the overlay effect
int AC.PlayerData.playerActivePath |
The Constant ID number of the Player's current Path
int AC.PlayerData.playerDisplayLineID |
bool AC.PlayerData.playerDownLock |
True if the Player cannot move down
bool AC.PlayerData.playerFreeAimLock |
True if free-aiming is prevented
int AC.PlayerData.playerID |
The ID number of the Player that this data references
string AC.PlayerData.playerIdleAnim |
The idle animation
bool AC.PlayerData.playerIgnoreGravity |
True if the Player's Rigidbody is unaffected by gravity
bool AC.PlayerData.playerIsRunning |
True if the Player is currently running
bool AC.PlayerData.playerLeftlock |
True if the Player cannot move left
bool AC.PlayerData.playerLockDirection |
True if a sprite-based Player is locked to face a particular direction
bool AC.PlayerData.playerLockedPath |
True if the Player is locked along a Path
bool AC.PlayerData.playerLockScale |
True if a sprite-based Player has its scale locked
bool AC.PlayerData.playerLockSorting |
True if a sprite-based Player has its sorting locked
float AC.PlayerData.playerLocX |
The Player's X position
float AC.PlayerData.playerLocY |
The Player's Y position
float AC.PlayerData.playerLocZ |
The Player's Z position
bool AC.PlayerData.playerPathAffectY |
True if the Player's current Path affects the Y position
string AC.PlayerData.playerPathData |
The positions of each node in a pathfinding-generated Path
string AC.PlayerData.playerPortraitGraphic |
A unique identified for the portrait graphic
int AC.PlayerData.playerPrevNode |
The previous node number of the current Path
bool AC.PlayerData.playerRightLock |
True if the Player cannot move right
float AC.PlayerData.playerRotY |
The Player'sY rotation
string AC.PlayerData.playerRunAnim |
The run animation
int AC.PlayerData.playerRunLock |
True if the Player cannot run
string AC.PlayerData.playerRunSound |
A unique identifier for the run sound AudioClip
float AC.PlayerData.playerRunSpeed |
The run speed
string AC.PlayerData.playerSortingLayer |
The order in layer of a sprite-based Player
int AC.PlayerData.playerSortingOrder |
The sorting order of a sprite-based Player
string AC.PlayerData.playerSpeechLabel |
The Player's display name
string AC.PlayerData.playerSpriteDirection |
The direction that a sprite-based Player is currently facing
float AC.PlayerData.playerSpriteScale |
The scale of a sprite-based Player
string AC.PlayerData.playerTalkAnim |
The talk animation
int AC.PlayerData.playerTargetNode |
The target node number of the current Path
bool AC.PlayerData.playerUpLock |
True if the Player cannot move up
string AC.PlayerData.playerWalkAnim |
The walk animation
string AC.PlayerData.playerWalkSound |
A unique identifier for the walk sound AudioClip
float AC.PlayerData.playerWalkSpeed |
The walk speed
int AC.PlayerData.previousScene |
The last-visited scene number
string AC.PlayerData.previousSceneName |
The last-visited scene name
float AC.PlayerData.shakeDuration |
The duration, in seconds, of the current camera shake
int AC.PlayerData.shakeEffect |
The int-converted value of CamersShakeEffect
float AC.PlayerData.shakeIntensity |
The intensity of the current camera shake
float AC.PlayerData.splitAmountMain |
During split-screen, the proportion of the screen that the gameplay camera takes up
float AC.PlayerData.splitAmountOther |
During split-screen, the proportion of the screen that the non-gameplay camera take up
int AC.PlayerData.splitCameraID |
The Constant ID number of the split-screen camera that gameplay is not performed in
bool AC.PlayerData.splitIsVertical |
True if split-screen is arranged vertically