Adventure Creator
1.79.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
|
Public Member Functions | |
ActiveList () | |
ActiveList (ActionList _actionList, bool _inSkipQueue, int _startIndex) | |
A Constructor More... | |
bool | IsRunning () |
Checks whether or not the associated ActionList is running. More... | |
bool | IsNecessary () |
Checks whether the class contains any useful information. If not, the ActionListManager will delete it. More... | |
void | ClearNecessity () |
Clears any data that is causing the class to be deemed necessary. More... | |
void | Reset (bool removeFromSkipQueue) |
Resets the associated ActionList. More... | |
bool | CanResetSkipVars () |
void | ShowGUI () |
bool | IsFor (ActionList _actionList) |
Checks if the class is linked to a specific ActionList. More... | |
bool | IsFor (ActionListAsset _actionListAsset) |
Checks if the class is linked to a specific ActionListAsset. More... | |
void | Skip () |
void | UpdateParameterData () |
bool | CanUnfreezePauseMenus () |
Checks if the associated ActionList is capable of unfreezing pause Menus. More... | |
Conversation | GetConversationOnEnd () |
Gets the Conversation to run once the associated ActionList has finished running. More... | |
void | RunConversation () |
Runs the Conversation set to do so when the associated ActionList has finished. More... | |
void | Resume (RuntimeActionList runtimeActionList=null, bool rerunPausedActions=false) |
Resumes the associated ActionList, if it had previously been paused. More... | |
void | SetResumeIndices (int[] _resumeIndices) |
Records the Action indices that the associated ActionList was running before being paused. More... | |
string | GetSaveData (SubScene subScene) |
Converts the class's data into a string that can be saved. More... | |
void | LoadData (string dataString, SubScene subScene=null) |
Restores the class's data from a saved string. More... | |
Public Attributes | |
ActionList | actionList |
ActionListAsset | actionListAsset |
int | startIndex |
bool | inSkipQueue |
Protected Member Functions | |
string | ConvertIndicesToString () |
A container for data about ActionLists and ActionListAssets that have been run. It stores information about what to skip, pause-points and current parameter data.
AC.ActiveList.ActiveList | ( | ) |
The default Constructor.
AC.ActiveList.ActiveList | ( | ActionList | _actionList, |
bool | _inSkipQueue, | ||
int | _startIndex | ||
) |
A Constructor
_actionList | The ActionList that this class will store data for |
_inSkipQueue | Whether or not the ActionList will be skipped when 'EndCutscene' is triggered |
_startIndex | The index of Actions within the ActionList that it starts from when run |
bool AC.ActiveList.CanUnfreezePauseMenus | ( | ) |
Checks if the associated ActionList is capable of unfreezing pause Menus.
void AC.ActiveList.ClearNecessity | ( | ) |
Clears any data that is causing the class to be deemed necessary.
Conversation AC.ActiveList.GetConversationOnEnd | ( | ) |
Gets the Conversation to run once the associated ActionList has finished running.
string AC.ActiveList.GetSaveData | ( | SubScene | subScene | ) |
Converts the class's data into a string that can be saved.
subScene | If set, only data for a given subscene will be saved. If null, only data for the active scene will be saved |
bool AC.ActiveList.IsFor | ( | ActionList | _actionList | ) |
Checks if the class is linked to a specific ActionList.
_actionList | The ActionList to check against |
bool AC.ActiveList.IsFor | ( | ActionListAsset | _actionListAsset | ) |
Checks if the class is linked to a specific ActionListAsset.
_actionListAsset | The ActionListAsset to check against |
bool AC.ActiveList.IsNecessary | ( | ) |
Checks whether the class contains any useful information. If not, the ActionListManager will delete it.
bool AC.ActiveList.IsRunning | ( | ) |
Checks whether or not the associated ActionList is running.
void AC.ActiveList.LoadData | ( | string | dataString, |
SubScene | subScene = null |
||
) |
Restores the class's data from a saved string.
data | The saved string to restore from |
subScene | If set, only data for a given subscene will be loaded. If null, only data for the active scene will be loaded |
void AC.ActiveList.Reset | ( | bool | removeFromSkipQueue | ) |
Resets the associated ActionList.
removeFromSkipQueue | If True, then the associated ActionList will not be run when 'EndCutscene' is triggered |
void AC.ActiveList.Resume | ( | RuntimeActionList | runtimeActionList = null , |
bool | rerunPausedActions = false |
||
) |
Resumes the associated ActionList, if it had previously been paused.
runtimeActionList | The RuntimeActionList to re-associate the class with |
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.ActiveList.RunConversation | ( | ) |
Runs the Conversation set to do so when the associated ActionList has finished.
void AC.ActiveList.SetResumeIndices | ( | int[] | _resumeIndices | ) |
Records the Action indices that the associated ActionList was running before being paused.
_resumeIndices | An array of Action indices to run when the ActionList is resumed |
void AC.ActiveList.ShowGUI | ( | ) |
Shows some information about the associated ActionList, if it is running.
void AC.ActiveList.Skip | ( | ) |
Skips the associated ActionList.
void AC.ActiveList.UpdateParameterData | ( | ) |
Updates the internal record of the ActionList's current parameter data
ActionList AC.ActiveList.actionList |
The ActionList this references
ActionListAsset AC.ActiveList.actionListAsset |
The ActionListAsset this references
bool AC.ActiveList.inSkipQueue |
Whether or not the ActionList this class references should be skipped when 'EndCutscene' is triggered.
int AC.ActiveList.startIndex |
The index number of the Action to skip from