Adventure Creator
1.79.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
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Public Member Functions | |
bool | IsListRunning (ActionListAsset actionListAsset) |
Checks if a particular ActionListAsset file is running. More... | |
void | AddToList (RuntimeActionList runtimeActionList, ActionListAsset actionListAsset, bool addToSkipQueue, int _startIndex, bool removeMultipleInstances=false) |
Adds a new ActionListAsset, assumed to already be running, to the internal record of currently-running ActionListAssets, and sets the correct GameState in StateHandler. More... | |
void | DestroyAssetList (ActionListAsset asset) |
Destroys the RuntimeActionList scene object that is running Actions from an ActionListAsset. More... | |
int | EndAssetList (ActionListAsset asset, Action _action=null, bool forceEndAll=false) |
Stops an ActionListAsset from running. More... | |
void | EndAssetList (RuntimeActionList runtimeActionList) |
Stops an ActionListAsset from running. More... | |
void | AssignResumeIndices (ActionListAsset actionListAsset, int[] resumeIndices) |
Records the Action indices that the associated ActionListAsset was running before being paused. This data is sent to the ActionListAsset's associated ActiveList More... | |
RuntimeActionList[] | Pause (ActionListAsset actionListAsset) |
Pauses an ActionListAsset, provided that it is currently running. More... | |
void | Resume (ActionListAsset actionListAsset, bool rerunPausedActions) |
Resumes a previously-paused ActionListAsset. If the ActionListAsset is already running, nothing will happen. More... | |
string | GetSaveData () |
Generates a save-able string out of the ActionList resume data. More... | |
void | LoadData (string _dataString) |
Recreates ActionList resume data from a saved data string. More... | |
void | AddToList (ActiveList activeList) |
void | DrawStatus () |
int | GetNumInstances (ActionListAsset actionListAsset) |
Protected Member Functions | |
void | PurgeLists () |
Protected Attributes | |
List< ActiveList > | activeLists = new List<ActiveList>() |
Properties | |
List< ActiveList > | ActiveLists [get] |
This component keeps track of which ActionListAssets are running. It should be placed on the PersistentEngine prefab.
void AC.ActionListAssetManager.AddToList | ( | RuntimeActionList | runtimeActionList, |
ActionListAsset | actionListAsset, | ||
bool | addToSkipQueue, | ||
int | _startIndex, | ||
bool | removeMultipleInstances = false |
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) |
Adds a new ActionListAsset, assumed to already be running, to the internal record of currently-running ActionListAssets, and sets the correct GameState in StateHandler.
runtimeActionList | The RuntimeActionList associated with the ActionListAsset to run |
actionListAsset | The ActionListAsset that is the runtimeActionList's source, if it has one. |
addToSkipQueue | If True, then the ActionList will be added to the list of ActionLists to skip |
_startIndex | The index number of the Action to start skipping from, if addToSkipQueue = True |
void AC.ActionListAssetManager.AssignResumeIndices | ( | ActionListAsset | actionListAsset, |
int[] | resumeIndices | ||
) |
Records the Action indices that the associated ActionListAsset was running before being paused. This data is sent to the ActionListAsset's associated ActiveList
actionListAsset | The ActionListAsset that is being paused |
resumeIndices | An array of Action indices to run when the ActionListAsset is resumed |
void AC.ActionListAssetManager.DestroyAssetList | ( | ActionListAsset | asset | ) |
Destroys the RuntimeActionList scene object that is running Actions from an ActionListAsset.
asset | The asset file that the RuntimeActionList has sourced its Actions from |
int AC.ActionListAssetManager.EndAssetList | ( | ActionListAsset | asset, |
Action | _action = null , |
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bool | forceEndAll = false |
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Stops an ActionListAsset from running.
asset | The ActionListAsset file to stop> |
_action | An Action that, if present within 'asset', will prevent the ActionListAsset from ending prematurely |
forceEndAll | If True, then all will be stopped - even if the ActionListAsset's canRunMultipleInstances is True |
void AC.ActionListAssetManager.EndAssetList | ( | RuntimeActionList | runtimeActionList | ) |
Stops an ActionListAsset from running.
runtimeActionList | The RuntimeActionList associated with the ActionListAsset file to stop> |
string AC.ActionListAssetManager.GetSaveData | ( | ) |
Generates a save-able string out of the ActionList resume data.
bool AC.ActionListAssetManager.IsListRunning | ( | ActionListAsset | actionListAsset | ) |
Checks if a particular ActionListAsset file is running.
actionListAsset | The ActionListAsset to search for |
void AC.ActionListAssetManager.LoadData | ( | string | _dataString | ) |
Recreates ActionList resume data from a saved data string.
_dataString | The saved data string |
RuntimeActionList [] AC.ActionListAssetManager.Pause | ( | ActionListAsset | actionListAsset | ) |
Pauses an ActionListAsset, provided that it is currently running.
actionListAsset | The ActionListAsset to pause |
void AC.ActionListAssetManager.Resume | ( | ActionListAsset | actionListAsset, |
bool | rerunPausedActions | ||
) |
Resumes a previously-paused ActionListAsset. If the ActionListAsset is already running, nothing will happen.
actionListAsset | The ActionListAsset to pause |
rerunPausedActions | If True, then any Actions that were midway-through running when the ActionList was paused will be restarted. Otherwise, the Actions that follow them will be reun instead. |
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get |
Data about any ActionListAsset that has been run and we need to store information about