Adventure Creator  1.74.2
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2019
AC.ActionCharPathFind Class Reference
Inheritance diagram for AC.ActionCharPathFind:
AC.Action

Public Member Functions

override void AssignValues (List< ActionParameter > parameters)
 Overwrites any appropriate variables with values set using parameters, or from ConstantID numbers. More...
 
override float Run ()
 Runs the Action. More...
 
override void Skip ()
 
override void ShowGUI (List< ActionParameter > parameters)
 Shows the Action's GUI when its parent ActionList / ActionListAsset uses parameters. More...
 
override void AssignConstantIDs (bool saveScriptsToo, bool fromAssetFile)
 Called when an ActionList has been converted from a scene-based object to an asset file. Within it, AssignConstantID should be called for each of the Action's Constant ID numbers, which will assign a new number if one does not already exist, based on the referenced scene object. More...
 
override string SetLabel ()
 Gets a string that is shown after the Action's title in the Editor to help the user understand what it does. More...
 
override bool ReferencesObjectOrID (GameObject _gameObject, int id)
 Checks if the Action makes reference to a particular GameObject More...
 
override bool ReferencesPlayer (int _playerID=-1)
 Checks if the Action makes reference to a particular ActionList asset More...
 
- Public Member Functions inherited from AC.Action
 Action ()
 
virtual void Upgrade ()
 
virtual int GetNextOutputIndex ()
 Gets the index of the output socket to use after the Action has run. More...
 
void PrintComment (ActionList actionList, ActionListAsset actionListAsset=null)
 Prints the Action's comment, if applicable, to the Console. More...
 
void SetOutputs (ActionEnd[] actionEnds)
 Update the Action's output sockets More...
 
virtual void ShowGUI ()
 
void SkipActionGUI (List< Action > actions, bool showGUI)
 
void DrawOutWires (List< Action > actions, int i, int offset, Vector2 scrollPosition)
 
int FieldToID< T > (T field, int _constantID, bool alwaysAssign=false)
 
int FieldToID (Collider field, int _constantID)
 
void AddSaveScript< T > (Behaviour field)
 
void AddSaveScript< T > (GameObject _gameObject)
 
void AssignConstantID< T > (T field, int _constantID, int _parameterID)
 
void AssignConstantID (Collider field, int _constantID, int _parameterID)
 
void AssignConstantID (Transform field, int _constantID, int _parameterID)
 
void AssignConstantID (GameObject field, int _constantID, int _parameterID)
 
IDToField< T > (T field, int _constantID, bool moreInfo)
 
Collider IDToField (Collider field, int _constantID, bool moreInfo)
 
int FieldToID (Transform field, int _constantID, bool alwaysAssign=false)
 
Transform IDToField (Transform field, int _constantID, bool moreInfo)
 
int FieldToID (GameObject field, int _constantID)
 
int FieldToID (GameObject field, int _constantID, bool alwaysAssign)
 
GameObject IDToField (GameObject field, int _constantID, bool moreInfo)
 
GameObject IDToField (GameObject field, int _constantID, bool moreInfo, bool alwaysShow)
 
virtual bool ConvertLocalVariableToGlobal (int oldLocalID, int newGlobalID)
 Converts the Action's references from a given local variable to a given global variable More...
 
virtual bool ConvertGlobalVariableToLocal (int oldGlobalID, int newLocalID, bool isCorrectScene)
 Converts the Action's references from a given global variable to a given local variable More...
 
virtual int GetVariableReferences (List< ActionParameter > parameters, VariableLocation location, int varID, int variablesConstantID=0)
 Gets the number of references the Action makes to a local or global variable More...
 
virtual int GetVariableReferences (List< ActionParameter > parameters, VariableLocation location, int varID, Variables variables, int variablesConstantID=0)
 
virtual int GetInventoryReferences (List< ActionParameter > parameters, int invID)
 
virtual int GetMenuReferences (string menuTitle, string elementTitle="")
 
virtual int GetDocumentReferences (List< ActionParameter > parameters, int documentID)
 
virtual int GetObjectiveReferences (int objectiveID)
 
virtual bool ReferencesAsset (ActionListAsset actionListAsset)
 Checks if the Action makes reference to a particular ActionList asset More...
 
virtual void AssignParentList (ActionList actionList)
 Passes the ActionList that the Action is a part of to the Action class. This is run before the Action is called or displayed in an Editor. More...
 
virtual void AssignValues ()
 
virtual void Reset (ActionList actionList)
 Resets any runtime values that are necessary to run the Action succesfully More...
 
BoolValue AssignBoolean (List< ActionParameter > parameters, int _parameterID, BoolValue field)
 Replaces a boolean based on an ActionParameter, if appropriate. More...
 
int AssignInteger (List< ActionParameter > parameters, int _parameterID, int field)
 Replaces an integer based on an ActionParameter, if appropriate. More...
 
float AssignFloat (List< ActionParameter > parameters, int _parameterID, float field)
 Replaces a float based on an ActionParameter, if appropriate. More...
 
Transform AssignFile (List< ActionParameter > parameters, int _parameterID, int _constantID, Transform field)
 Replaces a Transform based on an ActionParameter or ConstantID instance, if appropriate. More...
 
Collider AssignFile (List< ActionParameter > parameters, int _parameterID, int _constantID, Collider field)
 Replaces a Collider based on an ActionParameter or ConstantID instance, if appropriate. More...
 
Object AssignObject< T > (List< ActionParameter > parameters, int _parameterID, Object field)
 Replaces a GameObject based on an ActionParameter or ConstantID instance, if appropriate. More...
 
AssignFile< T > (List< ActionParameter > parameters, int _parameterID, int _constantID, T field, bool doLog=true)
 Replaces a generic Behaviour based on an ActionParameter or ConstantID instance, if appropriate. More...
 
AssignFile< T > (int _constantID, T field)
 Replaces a generic Behaviour based on a ConstantID, if appropriate. More...
 
Transform AssignFile (int _constantID, Transform field)
 Replaces a Transform based on a ConstantID, if appropriate. More...
 
void FixLinkAfterDeleting (Action actionToDelete, Action targetAction, List< Action > actionList)
 
virtual void ClearIDs ()
 
void BreakPoint (int i, ActionList list)
 
virtual void SetLastResult (int _lastRunOutput)
 Updates which output was followed when the Action was last run More...
 
void ResetLastResult ()
 
void SetOutput (ActionEnd actionEnd)
 Update the Action's output socket More...
 

Static Public Member Functions

static ActionCharPathFind CreateNew (Char charToMove, Marker marker, PathSpeed pathSpeed=PathSpeed.Walk, bool usePathfinding=true, bool waitUntilFinish=true, bool turnToFaceAfter=false)
 Creates a new instance of the 'Character: Move to point' Action with key variables already set. More...
 
- Static Public Member Functions inherited from AC.Action
static int ChooseParameterGUI (string label, List< ActionParameter > _parameters, int _parameterID, ParameterType _expectedType, int excludeParameterID=-1, string tooltip="")
 
static int ChooseParameterGUI (string label, List< ActionParameter > _parameters, int _parameterID, ParameterType[] _expectedTypes, int excludeParameterID=-1, string tooltip="")
 
static int ChooseParameterGUI (List< ActionParameter > _parameters, int _parameterID)
 
static int FieldToID (GameObject field, int _constantID, bool alwaysAssign, bool _isAssetFile)
 
static GameObject IDToField (GameObject field, int _constantID, bool moreInfo, bool alwaysShow, bool _isAssetFile)
 
static ActionEnd GenerateStopActionEnd ()
 
static T CreateNew< T > ()
 
static Action CreateNew (string className)
 
static void EditSource (Action _action)
 

Public Attributes

int charToMoveParameterID = -1
 
int markerParameterID = -1
 
int charToMoveID = 0
 
int markerID = 0
 
Marker marker
 
bool isPlayer
 
int playerID = -1
 
int playerParameterID = -1
 
Char charToMove
 
PathSpeed speed
 
bool pathFind = true
 
bool doFloat = false
 
bool doTimeLimit
 
int maxTimeParameterID = -1
 
float maxTime = 10f
 
bool faceAfter = false
 
- Public Attributes inherited from AC.Action
int id
 
bool isDisplayed
 
bool showComment
 
string comment
 
bool willWait
 
bool isRunning
 
List< ActionEndendings = new List<ActionEnd> ()
 
bool isEnabled = true
 
bool isAssetFile = false
 
bool isMarked = false
 
bool isBreakPoint = false
 
Color overrideColor = Color.white
 
bool showOutputSockets = true
 
ActionList parentActionListInEditor = null
 

Protected Types

enum  OnReachTimeLimit { TeleportToDestination, StopMoving }
 

Protected Attributes

OnReachTimeLimit onReachTimeLimit = OnReachTimeLimit.TeleportToDestination
 
float currentTimer
 
Char runtimeChar
 
Marker runtimeMarker
 
bool isFacingAfter
 
- Protected Attributes inherited from AC.Action
ActionCategory category = ActionCategory.Custom
 
string title = "Untitled"
 
string description
 

Properties

override ActionCategory Category [get]
 
override string Title [get]
 
override string Description [get]
 
- Properties inherited from AC.Action
virtual ActionCategory Category [get]
 
virtual string Title [get]
 
virtual string Description [get]
 
virtual int NumSockets [get]
 
virtual bool RunAllOutputs [get]
 
float defaultPauseTime [get]
 
int LastRunOutput [get]
 
Rect NodeRect [get, set]
 

Additional Inherited Members

- Static Public Attributes inherited from AC.Action
const int skipSocketSeparation = 44
 
const int socketSeparation = 28
 
- Protected Member Functions inherited from AC.Action
void AfterRunningOption ()
 
void SkipActionGUI (ActionEnd ending, List< Action > actions, bool showGUI)
 
int ChoosePlayerGUI (int _playerID, bool includeActiveOption=false)
 
Player AssignPlayer (int _playerID, List< ActionParameter > parameters, int _playerParameterID)
 
void Log (string message, Object context=null)
 
void LogWarning (string message, Object context=null)
 
void LogError (string message, Object context=null)
 
ActionParameter GetParameterWithID (List< ActionParameter > parameters, int _id)
 
string AssignString (List< ActionParameter > parameters, int _parameterID, string field)
 
Vector3 AssignVector3 (List< ActionParameter > parameters, int _parameterID, Vector3 field)
 
int AssignVariableID (List< ActionParameter > parameters, int _parameterID, int field)
 
GVar AssignVariable (List< ActionParameter > parameters, int _parameterID, GVar field)
 
Variables AssignVariablesComponent (List< ActionParameter > parameters, int _parameterID, Variables field)
 
int AssignInvItemID (List< ActionParameter > parameters, int _parameterID, int field)
 
int AssignDocumentID (List< ActionParameter > parameters, int _parameterID, int field)
 
GameObject AssignFile (List< ActionParameter > parameters, int _parameterID, int _constantID, GameObject field)
 Replaces a GameObject based on an ActionParameter or ConstantID instance, if appropriate. More...
 
GameObject AssignFile (int _constantID, GameObject field)
 Replaces a GameObject based on a ConstantID, if appropriate. More...
 
virtual string GetSocketLabel (int i)
 
ActionEnd GenerateActionEnd (ResultAction _resultAction, ActionListAsset _linkedAsset, Cutscene _linkedCutscene, int _skipAction, Action _skipActionActual, List< Action > _actions)
 

Member Function Documentation

◆ AssignConstantIDs()

override void AC.ActionCharPathFind.AssignConstantIDs ( bool  saveScriptsToo,
bool  fromAssetFile 
)
virtual

Called when an ActionList has been converted from a scene-based object to an asset file. Within it, AssignConstantID should be called for each of the Action's Constant ID numbers, which will assign a new number if one does not already exist, based on the referenced scene object.

Parameters
saveScriptsTooIf True, then the Action shall attempt to add the appropriate 'Remember' script to reference GameObjects as well.
fromAssetFileIf True, then the Action is placed in an ActionListAsset file

Reimplemented from AC.Action.

◆ AssignValues()

override void AC.ActionCharPathFind.AssignValues ( List< ActionParameter parameters)
virtual

Overwrites any appropriate variables with values set using parameters, or from ConstantID numbers.

Parameters
parametersA List of parameters that overwrite variable values

Reimplemented from AC.Action.

◆ CreateNew()

static ActionCharPathFind AC.ActionCharPathFind.CreateNew ( Char  charToMove,
Marker  marker,
PathSpeed  pathSpeed = PathSpeed.Walk,
bool  usePathfinding = true,
bool  waitUntilFinish = true,
bool  turnToFaceAfter = false 
)
static

Creates a new instance of the 'Character: Move to point' Action with key variables already set.

Parameters
charToMoveThe character to move
markerThe Marker to move the character to
pathSpeedHow fast the character moves (Walk, Run)
usePathfindingIf True, the character will rely on pathfinding to reach the Marker
waitUntilFinishIf True, the Action will wait until the character has reached the Marker
turnToFaceAfterIf True, and waitUntilFinish = true, then the character will face the same direction that the Marker is facing after reaching it
Returns
The generated Action

◆ ReferencesObjectOrID()

override bool AC.ActionCharPathFind.ReferencesObjectOrID ( GameObject  gameObject,
int  id 
)
virtual

Checks if the Action makes reference to a particular GameObject

Parameters
gameObjectThe GameObject to check for
idThe GameObject's associated ConstantID value
Returns
True if the Action references the GameObject

Reimplemented from AC.Action.

◆ ReferencesPlayer()

override bool AC.ActionCharPathFind.ReferencesPlayer ( int  playerID = -1)
virtual

Checks if the Action makes reference to a particular ActionList asset

Parameters
playerIDThe Player to check for, if player-switching is enabled
Returns
True if the Action references the Player

Reimplemented from AC.Action.

◆ Run()

override float AC.ActionCharPathFind.Run ( )
virtual

Runs the Action.

Returns
The time, in seconds, to wait before ActionList calls this function again. If 0, then the Action will not be re-run. If >0, and isRunning = True, then the Action will be re-run isRunning = False

Reimplemented from AC.Action.

◆ SetLabel()

override string AC.ActionCharPathFind.SetLabel ( )
virtual

Gets a string that is shown after the Action's title in the Editor to help the user understand what it does.

Returns
A string that is shown after the Action's title in the Editor to help the user understand what it does.

Reimplemented from AC.Action.

◆ ShowGUI()

override void AC.ActionCharPathFind.ShowGUI ( List< ActionParameter parameters)
virtual

Shows the Action's GUI when its parent ActionList / ActionListAsset uses parameters.

Parameters
parametersA List of parameters available in the parent ActionList / ActionListAsset

Reimplemented from AC.Action.

◆ Skip()

override void AC.ActionCharPathFind.Skip ( )
virtual

Runs the Action instantaneously.

Reimplemented from AC.Action.