Adventure Creator
1.81.2
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2024
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Classes | |
class | PositionDetectObject |
Public Member Functions | |
void | _Update () |
bool | IsOn () |
Checks if the Trigger is enabled. More... | |
void | TurnOn () |
void | TurnOff () |
override void | Interact () |
void | AddObjectToDetect (GameObject _gameObject) |
Registers an object as one that can be detected by the Trigger, provided that detectionMethod = TriggerDetectionMethod.TransformPosition More... | |
void | RemoveObjectToDetect (GameObject _gameObject) |
Registers an object as one that cancanot be detected by the Trigger, provided that detectionMethod = TriggerDetectionMethod.TransformPosition More... | |
Public Member Functions inherited from AC.ActionList | |
void | Initialise () |
void | RunFromIndex (int index) |
Runs the Actions from a set point. More... | |
void | Interact (int i, bool addToSkipQueue) |
Runs the Actions from a set point. More... | |
void | Skip () |
void | Skip (int i) |
Runs the Actions instantly, from a set point. More... | |
bool | AreActionsRunning () |
Checks if any Actions are currently being run. More... | |
void | ResetList () |
virtual void | Kill () |
bool | IsSkippable () |
Checks if the ActionListAsset is skippable. This is safer than just reading 'isSkippable', because it also accounts for actionListType - since ActionLists that run in the background cannot be skipped More... | |
List< Action > | GetActions () |
Gets the List of Actions that this ActionList runs, regardless of source. More... | |
ActionParameter | GetParameter (string label) |
Gets a parameter of a given name. More... | |
ActionParameter | GetParameter (int _ID) |
Gets a parameter of a given ID number. More... | |
void | Pause () |
Pauses the ActionList once it has finished running it's current Action. More... | |
void | Resume (int _startIndex, int[] _resumeIndices, string _parameterData, bool rerunPreviousAction=false) |
Resumes the ActionList. More... | |
string | GetParameterData () |
Gets the current ActionParameter values as a serializable string. More... | |
void | SetParameterData (string dataString) |
Assigns parameter values based on a string generated by the GetParameterData function More... | |
int | GetNumItemReferences (int itemID) |
int | UpdateItemReferences (int oldItemID, int newItemID) |
int | GetNumMenuReferences (string menuName, string elementName="") |
int | GetNumVariableReferences (VariableLocation _location, int variableID, Variables _variables=null, int _variablesConstantID=0) |
int | UpdateVariableReferences (VariableLocation _location, int oldVariableID, int newVariableID, Variables _variables=null, int _variablesConstantID=0) |
int | GetNumDocumentReferences (int documentID) |
int | UpdateDocumentReferences (int oldDocumentID, int newDocumentID) |
int | GetNumObjectiveReferences (int objectiveID) |
int | UpdateObjectiveReferences (int oldObjectiveID, int newObjectiveID) |
bool | ReferencesAsset (ActionListAsset actionListAsset) |
List< ActionListAsset > | GetReferencedActionListAssets () |
bool | ActionModified (int index) |
Public Attributes | |
TriggerDetects | detects = TriggerDetects.Player |
GameObject | obToDetect |
string | detectComponent = "" |
int | triggerType |
bool | cancelInteractions = false |
TriggerReacts | triggerReacts = TriggerReacts.OnlyDuringGameplay |
TriggerDetectionMethod | detectionMethod = TriggerDetectionMethod.RigidbodyCollision |
bool | detectsPlayer = true |
bool | detectsAllPlayers = false |
List< GameObject > | obsToDetect = new List<GameObject>() |
bool | canInterruptSelf = true |
int | gameObjectParameterID = -1 |
Public Attributes inherited from AC.ActionList | |
List< AC.Action > | actions = new List<AC.Action> () |
bool | isSkippable = true |
float | triggerTime = 0f |
bool | autosaveAfter = false |
ActionListType | actionListType = ActionListType.PauseGameplay |
Conversation | conversation = null |
ActionListAsset | assetFile |
ActionListSource | source |
bool | unfreezePauseMenus = true |
bool | useParameters = false |
List< ActionParameter > | parameters = new List<ActionParameter> () |
int | tagID |
bool | syncParamValues = true |
List< ActionGroup > | groups = new List<ActionGroup> () |
Protected Member Functions | |
void | OnEnable () |
void | Start () |
void | OnDisable () |
void | OnTriggerEnter (Collider other) |
void | OnTriggerEnter2D (Collider2D other) |
void | OnTriggerStay (Collider other) |
void | OnTriggerStay2D (Collider2D other) |
void | OnTriggerExit (Collider other) |
void | OnTriggerExit2D (Collider2D other) |
void | Interact (GameObject collisionOb) |
bool | IsObjectCorrect (GameObject obToCheck) |
bool | CheckForPoint (Vector3 position) |
void | OnPlayerSpawn (Player player) |
void | OnPlayerRemove (Player player) |
void | InitTrigger () |
void | OnDrawGizmos () |
void | OnDrawGizmosSelected () |
void | DrawGizmos () |
Protected Member Functions inherited from AC.ActionList | |
virtual void | BeginActionList (int i, bool addToSkipQueue) |
void | ProcessAction (int i) |
void | CheckEndCutscene () |
virtual void | ReturnLastResultToSource (int index, int i) |
virtual void | FinishPause () |
virtual void | PrintActionComment (Action action) |
virtual void | AddResumeToManager (int startIndex) |
Protected Attributes | |
Collider2D | _collider2D |
Collider | _collider |
List< PositionDetectObject > | positionDetectObjects = new List<PositionDetectObject>() |
Protected Attributes inherited from AC.ActionList | |
bool | isSkipping = false |
LayerMask | LayerHotspot |
LayerMask | LayerOff |
List< int > | resumeIndices = new List<int> () |
bool | isChangingScene = false |
Additional Inherited Members | |
Static Public Member Functions inherited from AC.ActionList | |
static AC.Action | GetDefaultAction () |
Gets the default Action set within ActionsManager. More... | |
Static Public Attributes inherited from AC.ActionList | |
static string | logSuffix |
Properties inherited from AC.ActionList | |
int | NumParameters [get] |
bool | IsSkipping [get] |
An ActionList that is run when the Player, or another object, comes into contact with it.
void AC.AC_Trigger.AddObjectToDetect | ( | GameObject | _gameObject | ) |
Registers an object as one that can be detected by the Trigger, provided that detectionMethod = TriggerDetectionMethod.TransformPosition
_gameObject | The object to detect |
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virtual |
Runs the Actions normally, from the beginning.
Reimplemented from AC.ActionList.
bool AC.AC_Trigger.IsOn | ( | ) |
Checks if the Trigger is enabled.
void AC.AC_Trigger.RemoveObjectToDetect | ( | GameObject | _gameObject | ) |
Registers an object as one that cancanot be detected by the Trigger, provided that detectionMethod = TriggerDetectionMethod.TransformPosition
_gameObject | The object to no longer detect |
void AC.AC_Trigger.TurnOff | ( | ) |
Disables the Trigger.
void AC.AC_Trigger.TurnOn | ( | ) |
Enables the Trigger.
bool AC.AC_Trigger.cancelInteractions = false |
If True, and the Player sets off the Trigger while walking towards a Hotspot Interaction, then the Player will stop, and the Interaction will be cancelled
bool AC.AC_Trigger.canInterruptSelf = true |
If True, then the Trigger will restart if it is triggered while already running. Otherwise, it will not restart.
string AC.AC_Trigger.detectComponent = "" |
The component that must be attached to an object for the Trigger to react to, if detectionMethod = TriggerDetectionMethod.RigidbodyCollision and detects = TriggerDetects.AnyObjectWithComponent
TriggerDetectionMethod AC.AC_Trigger.detectionMethod = TriggerDetectionMethod.RigidbodyCollision |
The way in which objects are detected (RigidbodyCollision, TransformPosition)
TriggerDetects AC.AC_Trigger.detects = TriggerDetects.Player |
If detectionMethod = TriggerDetectionMethod.RigidbodyCollision, what the Trigger will react to (Player, SetObject, AnyObject, AnyObjectWithComponent)
bool AC.AC_Trigger.detectsAllPlayers = false |
If True, and detectsPlayer = True, and player-switching is enabled, then inactive Players will be detected too
bool AC.AC_Trigger.detectsPlayer = true |
If True, and detectionMethod = TriggerDetectionMethod.TransformPosition, then the Trigger will react to the active Player
List<GameObject> AC.AC_Trigger.obsToDetect = new List<GameObject>() |
The GameObjects that the Trigger reacts to, if detectionMethod = TriggerDetectionMethod.TransformPosition
GameObject AC.AC_Trigger.obToDetect |
The GameObject that the Trigger reacts to, if detectionMethod = TriggerDetectionMethod.RigidbodyCollision and detects = TriggerDetects.SetObject
TriggerReacts AC.AC_Trigger.triggerReacts = TriggerReacts.OnlyDuringGameplay |
The state of the game under which the trigger reacts (OnlyDuringGameplay, OnlyDuringCutscenes, DuringCutscenesAndGameplay)
int AC.AC_Trigger.triggerType |
What kind of contact the Trigger reacts to (0 = "On enter", 1 = "Continuous", 2 = "On exit")