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 | |
void | EndCutscene () |
bool | IsListRunning (ActionList actionList) |
Checks if a particular ActionList is running. More... | |
bool | IsListRegistered (ActionList actionList) |
bool | CanResetSkipVars (ActionList actionList) |
bool | IsGameplayBlocked (Action _actionToIgnore=null, bool showSaveDebug=false) |
Checks if any currently-running ActionLists pause gameplay. More... | |
bool | IsGameplayBlockedAndUnfrozen () |
Checks if any currently-running ActionListAssets pause gameplay and unfreeze 'Pause' Menus. More... | |
bool | IsInSkippableCutscene () |
Checks if any skippable ActionLists are currently running. More... | |
void | AddToList (ActionList actionList, bool addToSkipQueue, int _startIndex) |
Adds a new ActionList, assumed to already be running, to the internal record of currently-running ActionLists, and sets the correct GameState in StateHandler. More... | |
void | EndList (ActionList actionList) |
Resets and removes a ActionList from the internal record of currently-running ActionLists, and sets the correct GameState in StateHandler. More... | |
void | EndList (ActiveList activeList) |
Ends the ActionList or ActionListAsset associated with a given ActiveList data container More... | |
void | VariableChanged () |
void | KillAllLists () |
void | KillAllFromScene (int sceneIndex) |
Ends all currently-running ActionLists present within a given scene. More... | |
void | KillAllFromScene (string sceneName) |
Ends all currently-running ActionLists present within a given scene. More... | |
void | ResetSkippableData () |
bool | CanAddToSkipQueue (ActionList actionList, bool originalValue) |
Checks if a given ActionList should be skipped when the 'EndCutscene' input is triggered. More... | |
void | AssignResumeIndices (ActionList actionList, int[] resumeIndices) |
Records the Action indices that the associated ActionList was running before being paused. This data is sent to the ActionList's associated ActiveList More... | |
void | Resume (ActionList actionList, bool rerunPausedActions) |
Resumes a previously-paused ActionList. If the ActionList is already running, nothing will happen. More... | |
string | GetSaveData (SubScene subScene=null) |
Generates a save-able string out of the ActionList resume data. More... | |
void | LoadData (string _dataString, SubScene subScene=null) |
Recreates ActionList resume data from a saved data string. More... | |
void | AddToList (ActiveList activeList) |
void | DrawStatus () |
void | RegisterCutsceneSpawnedObject (GameObject _gameObject) |
Registers an object as having been spawned as a result of the current skippable cutscene. If this cutscene is skipped by the player, the object will be deleted - as it is assumed that re-running the cutscene in 'skip' mode will bring it back again. More... | |
Static Public Member Functions | |
static void | KillAll () |
Public Attributes | |
bool | ignoreNextConversationSkip = false |
Protected Member Functions | |
bool | AreAnyListsSkipping () |
void | OnEndActionList (ActionList actionList, ActionListAsset actionListAsset, bool isSkipping) |
void | OnEnterGameState (GameState gameState) |
void | RunVarChange (GameState gameState) |
void | PurgeLists () |
void | ResetSkipVars (bool ignoreBlockCheck=false) |
bool | HasSkipQueue () |
Protected Attributes | |
bool | playCutsceneOnVarChange = false |
bool | saveAfterCutscene = false |
int | playerIDOnStartQueue |
bool | noPlayerOnStartQueue |
List< ActiveList > | activeLists = new List<ActiveList>() |
Properties | |
List< ActiveList > | ActiveLists [get] |
This component keeps track of which ActionLists are running. When an ActionList runs or ends, it is passed to this script, which sets up the correct GameState in StateHandler. It should be placed on the GameEngine prefab.
void AC.ActionListManager.AddToList | ( | ActionList | actionList, |
bool | addToSkipQueue, | ||
int | _startIndex | ||
) |
Adds a new ActionList, assumed to already be running, to the internal record of currently-running ActionLists, and sets the correct GameState in StateHandler.
actionList | The ActionList to run |
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 |
actionListAsset | The ActionListAsset that is the ActionList's source, if it has one. |
void AC.ActionListManager.AssignResumeIndices | ( | ActionList | actionList, |
int[] | resumeIndices | ||
) |
Records the Action indices that the associated ActionList was running before being paused. This data is sent to the ActionList's associated ActiveList
actionList | The ActionList that is being paused |
resumeIndices | An array of Action indices to run when the ActionList is resumed |
bool AC.ActionListManager.CanAddToSkipQueue | ( | ActionList | actionList, |
bool | originalValue | ||
) |
Checks if a given ActionList should be skipped when the 'EndCutscene' input is triggered.
actionList | The ActionList to check |
originalValue | If True, the user would like it to be skippable. |
void AC.ActionListManager.EndCutscene | ( | ) |
Ends all skippable ActionLists. This is triggered when the user presses the "EndCutscene" Input button.
void AC.ActionListManager.EndList | ( | ActionList | actionList | ) |
Resets and removes a ActionList from the internal record of currently-running ActionLists, and sets the correct GameState in StateHandler.
actionList | The ActionList to end |
void AC.ActionListManager.EndList | ( | ActiveList | activeList | ) |
Ends the ActionList or ActionListAsset associated with a given ActiveList data container
activeList | The ActiveList associated with the ActionList or ActionListAsset to end. |
string AC.ActionListManager.GetSaveData | ( | SubScene | subScene = null | ) |
Generates a save-able string out of the ActionList resume data.
<param name = "If set, only data for a given subscene will be saved. If null, only data for the active scene will be saved
bool AC.ActionListManager.IsGameplayBlocked | ( | Action | _actionToIgnore = null , |
bool | showSaveDebug = false |
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) |
Checks if any currently-running ActionLists pause gameplay.
_actionToIgnore | Any ActionList that contains this Action will be excluded from the check |
showSaveDebug | If True, and an ActionList is pausing gameplay, a Console warning will be given to explain why saving is not currently possible |
bool AC.ActionListManager.IsGameplayBlockedAndUnfrozen | ( | ) |
Checks if any currently-running ActionListAssets pause gameplay and unfreeze 'Pause' Menus.
bool AC.ActionListManager.IsInSkippableCutscene | ( | ) |
Checks if any skippable ActionLists are currently running.
bool AC.ActionListManager.IsListRunning | ( | ActionList | actionList | ) |
Checks if a particular ActionList is running.
actionList | The ActionList to search for |
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static |
Ends all currently-running ActionLists and ActionListAssets.
void AC.ActionListManager.KillAllFromScene | ( | int | sceneIndex | ) |
Ends all currently-running ActionLists present within a given scene.
sceneIndex | The index of the scene |
void AC.ActionListManager.KillAllFromScene | ( | string | sceneName | ) |
Ends all currently-running ActionLists present within a given scene.
sceneName | The name of the scene |
void AC.ActionListManager.KillAllLists | ( | ) |
Ends all currently-running ActionLists and ActionListAssets.
void AC.ActionListManager.LoadData | ( | string | _dataString, |
SubScene | subScene = null |
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) |
Recreates ActionList resume data from a saved data string.
<param name = "If set, the data is for a subscene and so existing data will not be cleared.</param> <param name = "_localResumeData">The saved data string
void AC.ActionListManager.RegisterCutsceneSpawnedObject | ( | GameObject | _gameObject | ) |
Registers an object as having been spawned as a result of the current skippable cutscene. If this cutscene is skipped by the player, the object will be deleted - as it is assumed that re-running the cutscene in 'skip' mode will bring it back again.
_gameObject | The spawned object |
void AC.ActionListManager.ResetSkippableData | ( | ) |
Clears all data about the current state of "skippable" Cutscenes, allowing you to prevent previously-run Cutscenes in the same block of gameplay-blocking ActionLists. Use with caution!
void AC.ActionListManager.Resume | ( | ActionList | actionList, |
bool | rerunPausedActions | ||
) |
Resumes a previously-paused ActionList. If the ActionList is already running, nothing will happen.
actionList | The ActionList 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. |
void AC.ActionListManager.VariableChanged | ( | ) |
Inform ActionListManager that a Variable's value has changed.
bool AC.ActionListManager.ignoreNextConversationSkip = false |
If True, then the next time ActionConversation's Skip() function is called, it will be ignored
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get |
Data about any ActionList that has been run and we need to store information about