Adventure Creator  1.79.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
AC.Char Member List

This is the complete list of members for AC.Char, including all inherited members.

_Awake() (defined in AC.Char)AC.Charprotectedvirtual
_characterController (defined in AC.Char)AC.Charprotected
_collider (defined in AC.Char)AC.Charprotected
_FixedUpdate()AC.Charvirtual
_LateUpdate()AC.Charvirtual
_rigidbody (defined in AC.Char)AC.Charprotected
_rigidbody2D (defined in AC.Char)AC.Charprotected
_spriteDirectionDataAC.Char
_transform (defined in AC.Char)AC.Charprotected
_Update()AC.Charvirtual
Accelerate() (defined in AC.Char)AC.Charprotectedvirtual
accelerationAC.Char
AccurateAcc(float targetSpeed, bool canStop) (defined in AC.Char)AC.Charprotected
AccurateDestination()AC.Char
ActiveCharacterAnimationShotAC.Char
activePath (defined in AC.Char)AC.Charprotected
activeSpeech (defined in AC.Char)AC.Charprotected
AffectedByVerticalReductionAC.Char
angleParameterAC.Char
angleSnappingAC.Char
animationEngineAC.Char
animCrossfadeSpeedAC.Char
antiGlideModeAC.Char
audioSource (defined in AC.Char)AC.Charprotected
BaseUpdate() (defined in AC.Char)AC.Charprotected
bodyIKTurnFactorAC.Char
CanBeDirectControlled() (defined in AC.Char)AC.Charprotectedvirtual
canRunInReverseAC.Char
CanTranslate(int index)AC.Char
charStateAC.Char
ClearExpression()AC.Char
ClearHeadTurnTarget(bool isInstant, HeadFacing _headFacing)AC.Char
ClearHeadTurnTarget(bool isInstant)AC.Char
crossfadeAnimsAC.Char
CurrentExpressionAC.Char
customAnimationClassAC.Char
customAnimatorAC.Char
decelerationAC.Char
directionParameterAC.Char
displayLineIDAC.Char
doDiagonalsAC.Char
doDirectionsAC.Char
doWallReductionAC.Char
EndPath(Paths optionalPath, bool stopTurningToo=true)AC.Char
EndPath()AC.Charvirtual
expressionGroupIDAC.Char
expressionParameterAC.Char
expressionsAC.Char
expressionTransitionTimeAC.Char
eyesIKTurnFactorAC.Char
FlattenSpriteAngle(float angle, AngleSnapping _angleSnapping)AC.Char
flipCustomAnimsAC.Char
ForceIdle()AC.Char
ForgetLastPath()AC.Char
frameFlippingAC.Char
freezeRigidbodyWhenIdleAC.Char
GetAngleDifference()AC.Char
GetAnimation()AC.Char
GetAnimator()AC.Char
GetAnimEngine()AC.Char
GetCurrentSpeech()AC.Char
GetExpressionID(string expressionLabel)AC.Char
GetExpressionID()AC.Char
GetFrameRotation()AC.Char
GetHandTransform(Hand hand)AC.Char
GetHeadTurnTarget()AC.Char
GetHeightChange()AC.Char
GetLastPath()AC.Char
GetLastPrevNode() (defined in AC.Char)AC.Charprotected
GetLastTargetNode() (defined in AC.Char)AC.Charprotected
GetLipSyncFrame()AC.Char
GetLipSyncNormalised()AC.Char
GetMotionControl()AC.Char
GetMoveDirection()AC.Char
GetMoveSpeed(bool reduceNonFacing=false)AC.Char
GetName(int languageNumber=0)AC.Char
GetNumTranslatables()AC.Char
GetOwner(int index)AC.Char
GetPath()AC.Char
GetPortrait()AC.Char
GetPortraitSprite()AC.Char
GetPreviousNode()AC.Char
GetShapeable()AC.Char
GetSpeechScreenPosition(bool keepWithinScreen=true)AC.Char
GetSpeechWorldPosition()AC.Char
GetSpriteAngle()AC.Char
GetSpriteDirection(bool ignoreFrameFlipping=false)AC.Char
GetSpriteDirectionInt(bool ignoreFrameFlipping=false)AC.Char
GetSpriteDirectionToSave() (defined in AC.Char)AC.Charprotected
GetTargetNode()AC.Char
GetTargetPosition(bool wantFinalDestination=false)AC.Char
GetTargetRotation()AC.Char
GetTargetSpeed()AC.Charprotected
GetTranslatableString(int index)AC.Char
GetTranslationID(int index)AC.Char
GetTranslationType(int index)AC.Char
GetTurnFloat()AC.Charvirtual
groundCheckLayerMaskAC.Char
Halt(bool haltTurning=true)AC.Char
HasExistingTranslation(int index)AC.Char
headFacingAC.Char
headIKTurnFactorAC.Char
headLayerAC.Char
headLookDownAnimAC.Char
headLookLeftAnimAC.Char
headLookRightAnimAC.Char
headLookUpAnimAC.Char
headPitchParameterAC.Char
headTurnSpeedAC.Char
headTurnTargetAC.Char
headTurnTargetOffsetAC.Char
headYawParameterAC.Char
HoldObject(GameObject objectToHold, Hand hand)AC.Char
idleAnimAC.Char
idleAnimSpriteAC.Char
ignoreGravityAC.Char
ikHeadTurningAC.Char
IsActivePlayer()AC.Charvirtual
IsCapableOfJumping()AC.Charvirtual
IsGrounded(bool reportError=false)AC.Char
isGroundedParameterAC.Char
IsJumpingAC.Char
isJumping (defined in AC.Char)AC.Charprotected
isLipSyncingAC.Char
IsMovingAlongPath()AC.Char
IsMovingHead()AC.Char
IsPathfinding()AC.Char
IsPlayerAC.Char
IsReversing()AC.Char
isRunningAC.Char
isTalkingAC.Char
IsTurning()AC.Char
IsTurning(float maxAngleThreshold)AC.Char
IsTurningBeforeWalking()AC.Char
jumpParameterAC.Char
leftArmBoneAC.Char
leftHandBoneAC.Char
LeftHandIKController (defined in AC.Char)AC.Char
lineIDAC.Char
lipSyncBlendShapeSpeedFactorAC.Char
LipSyncGameObject()AC.Char
lipSyncGroupIDAC.Char
listExpectedAnimations (defined in AC.Char)AC.Char
lockDirectionAC.Char
lockedPathType (defined in AC.Char)AC.Charprotected
lockScaleAC.Char
lookDirection (defined in AC.Char)AC.Charprotected
mapExpressionsToShapeableAC.Char
motionControlAC.Char
mouthLayerAC.Char
MoveAlongPoints(Vector3[] pointData, bool run, bool allowUpdating=true)AC.Char
moveDirection (defined in AC.Char)AC.Charprotected
moveSpeed (defined in AC.Char)AC.Charprotected
MoveSpeed (defined in AC.Char)AC.Char
moveSpeedLerp (defined in AC.Char)AC.Charprotected
moveSpeedParameterAC.Char
MoveToPoint(Vector3 point, bool run=false, bool usePathfinding=false)AC.Char
neckBoneAC.Char
newRotation (defined in AC.Char)AC.Charprotected
OnDisable() (defined in AC.Char)AC.Charprotectedvirtual
OnEnable() (defined in AC.Char)AC.Charprotectedvirtual
OnEnterTimeline(PlayableDirector director, int trackIndex)AC.Char
OnExitTimeline(PlayableDirector director, int trackIndex)AC.Char
originalGravityScale (defined in AC.Char)AC.Charprotected
OwnerIsPlayer(int index)AC.Char
ownPath (defined in AC.Char)AC.Charprotected
PathfindUpdateFrequencyAC.Char
pathfindUpdateTime (defined in AC.Char)AC.Charprotected
PathUpdate() (defined in AC.Char)AC.Charprotected
pausePath (defined in AC.Char)AC.Charprotected
phonemeNormalisedParameterAC.Char
phonemeParameterAC.Char
portraitIconAC.Char
PrepareSpriteChild(bool isTopDown, bool isUnity2D) (defined in AC.Char)AC.Charprotected
prevNode (defined in AC.Char)AC.Charprotected
RecalculateActivePathfind()AC.Char
ReleaseHeldObject(Hand hand, bool delete)AC.Char
ReleaseHeldObjects(bool delete)AC.Char
ReleaseSorting()AC.Char
ReleaseTimelineHeadTurnOverride() (defined in AC.Char)AC.Char
ResetAnimationEngine() (defined in AC.Char)AC.Char
ResetAnimator()AC.Char
ResetBaseClips()AC.Char
ResumeLastPath()AC.Char
retroPathfindingAC.Char
ReverseDirection() (defined in AC.Char)AC.Charprotected
reverseSpeedFactorAC.Char
rightArmBoneAC.Char
rightHandBoneAC.Char
RightHandIKController (defined in AC.Char)AC.Char
rootTurningFactorAC.Char
rotateSprite3DAC.Char
runAnimAC.Char
runAnimSpriteAC.Char
runDistanceThresholdAC.Char
runSoundAC.Char
runSpeedScaleAC.Char
separateTalkingLayerAC.Char
SetAnimEngine(AnimationEngine _animationEngine, string customClassName="")AC.Char
SetExpression(int ID)AC.Char
SetExpression(string _name)AC.Char
SetHeadTurnTarget(Transform _headTurnTarget, Vector3 _headTurnTargetOffset, bool isInstant, HeadFacing _headFacing=HeadFacing.Manual)AC.Charvirtual
SetLastPath(Paths _lastPathActivePath, int _lastPathTargetNode, int _lastPathPrevNode) (defined in AC.Char)AC.Charprotected
SetLookDirection(Vector3 _direction, bool isInstant)AC.Char
SetMoveDirection(Vector3 _direction, bool useSmoothing=false)AC.Char
SetMoveDirectionAsBackward()AC.Char
SetMoveDirectionAsForward()AC.Char
SetName(string newName, int _lineID)AC.Char
SetPath(Paths pathOb, PathSpeed _speed)AC.Char
SetPath(Paths pathOb)AC.Char
SetPath(Paths pathOb, int _targetNode, int _prevNode)AC.Char
SetPath(Paths pathOb, int _targetNode, int _prevNode, bool affectY)AC.Char
SetRotation(Quaternion _rotation)AC.Char
SetRotation(float angle)AC.Char
SetSorting(int order)AC.Char
SetSorting(string layer)AC.Char
SetSpeechVolume(float volume)AC.Char
SetSpriteDirection(CharDirection direction)AC.Char
SetTimelineHeadTurnOverride(Transform _timelineHeadTurnTarget, Vector3 _timelineHeadTurnTargetOffset, float _timelineHeadTurnWeight) (defined in AC.Char)AC.Char
SetTranslationID(int index, int _lineID)AC.Char
simulatedMassAC.Char
simulatedVerticalSpeed (defined in AC.Char)AC.Char
SnapHeadMovement()AC.Char
soundChildAC.Char
speechAudioSourceAC.Char
speechColorAC.Char
speechLabelAC.Char
speechMenuPlacementAC.Char
spriteChildAC.Char
spriteDirectionAC.Char
spriteDirectionDataAC.Char
spriteScaleAC.Char
StartDecelerating()AC.Char
StartLipSync(List< LipSyncShape > _lipSyncShapes)AC.Char
StopSpeaking()AC.Char
StopTankTurning() (defined in AC.Char)AC.Charvirtual
StopTurning()AC.Char
talkAnimAC.Char
talkAnimSpriteAC.Char
talkingAnimationAC.Char
talkParameterAC.Char
tankTurning (defined in AC.Char)AC.Charprotected
targetNode (defined in AC.Char)AC.Charprotected
Teleport(Vector3 _position, bool recalculateActivePathFind=false)AC.Char
textScrollClipAC.Char
timelineHeadTurnOverride (defined in AC.Char)AC.Charprotected
timelineHeadTurnTarget (defined in AC.Char)AC.Charprotected
timelineHeadTurnTargetOffset (defined in AC.Char)AC.Charprotected
timelineHeadTurnWeight (defined in AC.Char)AC.Charprotected
TransformAC.Char
TransformForwardAC.Char
TransformRightAC.Char
TransformRotationAC.Char
turn2DCharactersIn3DSpaceAC.Char
turnBeforeWalkingAC.Char
turnFloat (defined in AC.Char)AC.Charprotected
turningAngleThresholdAC.Char
turnLeftAnimAC.Char
turnParameterAC.Char
turnRightAnimAC.Char
turnSpeedAC.Char
UpdateFrameFlipping(bool ignoreLockDirectionOption=false) (defined in AC.Char)AC.Charprotected
UpdateScale() (defined in AC.Char)AC.Charprotected
UpdateSpriteChild(bool isTopDown, bool isUnity2D) (defined in AC.Char)AC.Charprotected
UpdateTranslatableString(int index, string updatedText) (defined in AC.Char)AC.Char
upperBodyBoneAC.Char
useExpressionsAC.Char
useRigidbody2DForMovementAC.Char
useRigidbodyForMovementAC.Char
verticalMovementParameterAC.Char
walkAnimAC.Char
walkAnimSpriteAC.Char
walkSoundAC.Char
walkSpeedScaleAC.Char
wallDistanceAC.Char
wallLayerAC.Char
wallReductionOnlyParameterAC.Char
WillStopAtNextNode()AC.Char