|  | Adventure Creator 1.84.3
    An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2024 | 
 
  
| Public Member Functions | |
| void | Initialise () | 
| virtual void | Interact () | 
| void | RunFromIndex (int index) | 
| Runs the Actions from a set point. | |
| void | Interact (int i, bool addToSkipQueue) | 
| Runs the Actions from a set point. | |
| void | Skip () | 
| void | Skip (int i) | 
| Runs the Actions instantly, from a set point. | |
| bool | AreActionsRunning () | 
| Checks if any Actions are currently being run. | |
| 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. | |
| List< Action > | GetActions () | 
| Gets the List of Actions that this ActionList runs, regardless of source. | |
| ActionParameter | GetParameter (string label) | 
| Gets a parameter of a given name. | |
| ActionParameter | GetParameter (int _ID) | 
| Gets a parameter of a given ID number. | |
| void | Pause () | 
| void | Resume (int _startIndex, int[] _resumeIndices, string _parameterData, bool rerunPreviousAction=false) | 
| Resumes the ActionList. | |
| string | GetParameterData () | 
| Gets the current ActionParameter values as a serializable string. | |
| void | SetParameterData (string dataString) | 
| Assigns parameter values based on a string generated by the GetParameterData function. | |
| 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) | 
| Static Public Member Functions | |
| static AC.Action | GetDefaultAction () | 
| Gets the default Action set within ActionsManager. | |
| Public Attributes | |
| 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> () | 
| Static Public Attributes | |
| static string | logSuffix | 
| Protected Member Functions | |
| 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 | |
| bool | isSkipping = false | 
| LayerMask | LayerHotspot | 
| LayerMask | LayerOff | 
| List< int > | resumeIndices = new List<int> () | 
| bool | isChangingScene = false | 
| Properties | |
| int | NumParameters  [get] | 
| bool | IsSkipping  [get] | 
An ActionList stores and handles the sequential triggering of Action objects. Strung together, Actions can be used to create cutscenes, effects and gameplay logic. This base class is never used itself - only subclasses are intended to be placed on GameObjects.
| bool AC.ActionList.AreActionsRunning | ( | ) | 
Checks if any Actions are currently being run.
| List< Action > AC.ActionList.GetActions | ( | ) | 
Gets the List of Actions that this ActionList runs, regardless of source.
| 
 | static | 
Gets the default Action set within ActionsManager.
| int AC.ActionList.GetNumDocumentReferences | ( | int | documentID | ) | 
Implements AC.IDocumentReferencer.
| int AC.ActionList.GetNumItemReferences | ( | int | itemID | ) | 
Implements AC.IItemReferencer.
| int AC.ActionList.GetNumMenuReferences | ( | string | menuName, | 
| string | elementName = "" ) | 
Implements AC.IMenuReferencer.
| int AC.ActionList.GetNumObjectiveReferences | ( | int | objectiveID | ) | 
Implements AC.IObjectiveReferencer.
| int AC.ActionList.GetNumVariableReferences | ( | VariableLocation | _location, | 
| int | variableID, | ||
| Variables | _variables = null, | ||
| int | _variablesConstantID = 0 ) | 
Implements AC.IVariableReferencer.
| ActionParameter AC.ActionList.GetParameter | ( | int | _ID | ) | 
Gets a parameter of a given ID number.
| _ID | The ID of the parameter to get | 
| ActionParameter AC.ActionList.GetParameter | ( | string | label | ) | 
Gets a parameter of a given name.
| label | The name of the parameter to get | 
| string AC.ActionList.GetParameterData | ( | ) | 
Gets the current ActionParameter values as a serializable string.
| List< ActionListAsset > AC.ActionList.GetReferencedActionListAssets | ( | ) | 
Implements AC.iActionListAssetReferencer.
| void AC.ActionList.Initialise | ( | ) | 
Clears the List of Actions and creates one instance of the default, as set within ActionsManager.
| 
 | virtual | 
Runs the Actions normally, from the beginning.
Reimplemented in AC.AC_Trigger.
| void AC.ActionList.Interact | ( | int | i, | 
| bool | addToSkipQueue ) | 
Runs the Actions from a set point.
| i | The index number of actions to start from | 
| addToSkipQueue | If True, then the ActionList will be skipped when the user presses the 'EndCutscene' Input button | 
| bool AC.ActionList.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.
| 
 | virtual | 
Stops the Actions from running and sets the gameState in StateHandler to the correct value.
Reimplemented in AC.RuntimeActionList.
| void AC.ActionList.Pause | ( | ) | 
Pauses the ActionList once it has finished running it's current Action.
| bool AC.ActionList.ReferencesAsset | ( | ActionListAsset | actionListAsset | ) | 
Implements AC.iActionListAssetReferencer.
| void AC.ActionList.ResetList | ( | ) | 
Stops the Actions from running.
| void AC.ActionList.Resume | ( | int | _startIndex, | 
| int[] | _resumeIndices, | ||
| string | _parameterData, | ||
| bool | rerunPreviousAction = false ) | 
Resumes the ActionList.
| _startIndex | The Action index that the ActionList was originally started from. | 
| _resumeIndices | An array of Action indices to resume from | 
| _parameterData | The ActionParameter values when paused, as a serializable string | 
| rerunPreviousAction | If True, then any Actions that were running when the ActionList was paused will be re-run | 
| void AC.ActionList.RunFromIndex | ( | int | index | ) | 
Runs the Actions from a set point.
| index | The index number of actions to start from | 
| void AC.ActionList.SetParameterData | ( | string | dataString | ) | 
Assigns parameter values based on a string generated by the GetParameterData function.
| dataString | The data string to load parameter data from | 
| void AC.ActionList.Skip | ( | ) | 
Runs the Actions instantly, from the beginning.
| void AC.ActionList.Skip | ( | int | i | ) | 
Runs the Actions instantly, from a set point.
| i | The index number of actions to start from | 
| int AC.ActionList.UpdateDocumentReferences | ( | int | oldDocumentID, | 
| int | newDocumentID ) | 
Implements AC.IDocumentReferencer.
| int AC.ActionList.UpdateItemReferences | ( | int | oldItemID, | 
| int | newItemID ) | 
Implements AC.IItemReferencer.
| int AC.ActionList.UpdateObjectiveReferences | ( | int | oldObjectiveID, | 
| int | newObjectiveID ) | 
Implements AC.IObjectiveReferencer.
| int AC.ActionList.UpdateVariableReferences | ( | VariableLocation | _location, | 
| int | oldVariableID, | ||
| int | newVariableID, | ||
| Variables | _variables = null, | ||
| int | _variablesConstantID = 0 ) | 
Implements AC.IVariableReferencer.
| ActionListType AC.ActionList.actionListType = ActionListType.PauseGameplay | 
The effect that running the Actions has on the rest of the game (PauseGameplay, RunInBackground)
| ActionListAsset AC.ActionList.assetFile | 
The ActionListAsset file that stores the Actions, if source = ActionListSource.AssetFile
| bool AC.ActionList.autosaveAfter = false | 
If True, the game will auto-save when the Actions have finished running
| Conversation AC.ActionList.conversation = null | 
The Conversation to run when the Actions have finished running
| bool AC.ActionList.isSkippable = true | 
If True, the Actions will be skipped when the user presses the 'EndCutscene' Input button
| List<ActionParameter> AC.ActionList.parameters = new List<ActionParameter> () | 
A List of ActionParameter objects that can be used to override values within the Actions, if useParameters = True
| ActionListSource AC.ActionList.source | 
Where the Actions are stored when not being run (InScene, AssetFile)
| bool AC.ActionList.syncParamValues = true | 
If True, and source = ActionListSource.AssetFile, the asset file's parameter values will be shared amongst all linked ActionLists
| int AC.ActionList.tagID | 
The ID of the associated SpeechTag
| float AC.ActionList.triggerTime = 0f | 
The delay, in seconds, before the Actions are run when the ActionList is triggered
| bool AC.ActionList.unfreezePauseMenus = true | 
If True, the game will un-freeze itself while the Actions run if the game was previously paused due to an enabled Menu
| bool AC.ActionList.useParameters = false | 
If True, ActionParameters can be used to override values within the Action objects
| 
 | get | 
The number of parameters associated with the ActionList