Adventure Creator
1.79.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
|
Classes | |
class | MenuElementDrag |
Public Member Functions | |
void | ShowGUI () |
void | SelectElementFromPreview (AC.Menu _menu, MenuElement _element) |
Selects a MenuElement within a Menu and display its properties. More... | |
Menu | GetSelectedMenu () |
MenuElement | GetSelectedElement () |
void | CheckConvertGlobalVariableToLocal (int oldGlobalID, int newLocalID) |
Converts the Menu Managers's references from a given global variable to a given local variable More... | |
Menu | GetMenuWithID (int id) |
Gets a Menu by ID number More... | |
Menu | GetMenuWithName (string title) |
Gets a Menu by name More... | |
Menu | CreatePreviewMenu (string previewMenuName) |
Creates a Menu to be used as a preview for subtitles in Timeline More... | |
void | Upgrade () |
Static Public Member Functions | |
static MenuElement | GetElementWithName (string menuName, string menuElementName) |
Gets a MenuElement by name. More... | |
Public Attributes | |
UnityEngine.EventSystems.EventSystem | eventSystem |
List< Menu > | menus = new List<Menu> () |
int | globalDepth |
Texture2D | pauseTexture = null |
bool | scaleTextEffects = false |
bool | keyboardControlWhenPaused = true |
bool | keyboardControlWhenCutscene = false |
bool | keyboardControlWhenDialogOptions = true |
bool | autoSelectValidRaycasts = false |
string | horizontalInputAxis = "Horizontal" |
string | verticalInputAxis = "Vertical" |
bool | useAddressables = false |
bool | doWindowsPreviewFix = true |
bool | drawOutlines = true |
bool | drawInEditor = false |
Static Public Attributes | |
static Menu | copiedMenu = null |
static MenuElement | copiedElement = null |
Handles the "Menu" tab of the Game Editor window. All Menus are defined here.
void AC.MenuManager.CheckConvertGlobalVariableToLocal | ( | int | oldGlobalID, |
int | newLocalID | ||
) |
Converts the Menu Managers's references from a given global variable to a given local variable
oldGlobalID | The ID number of the old global variable |
newLocalID | The ID number of the new local variable |
Menu AC.MenuManager.CreatePreviewMenu | ( | string | previewMenuName | ) |
|
static |
Gets a MenuElement by name.
menuName | The title of the Menu that the MenuElement is a part of |
menuElementName | The title of the MenuElement to return |
Menu AC.MenuManager.GetMenuWithID | ( | int | id | ) |
Menu AC.MenuManager.GetMenuWithName | ( | string | title | ) |
MenuElement AC.MenuManager.GetSelectedElement | ( | ) |
<sumamry>Gets the currently-selected MenuElement.
Menu AC.MenuManager.GetSelectedMenu | ( | ) |
void AC.MenuManager.SelectElementFromPreview | ( | AC.Menu | _menu, |
MenuElement | _element | ||
) |
Selects a MenuElement within a Menu and display its properties.
_menu | The Menu that the MenuElement is a part of |
_element | The MenuElement to select |
void AC.MenuManager.ShowGUI | ( | ) |
Shows the GUI.
void AC.MenuManager.Upgrade | ( | ) |
Upgrades the Conversation from a previous version of Adventure Creator.
bool AC.MenuManager.autoSelectValidRaycasts = false |
If True, then the simulated cursor will auto-select valid Unity UI elements
UnityEngine.EventSystems.EventSystem AC.MenuManager.eventSystem |
The EventSystem to instantiate when Unity UI-based Menus are used
int AC.MenuManager.globalDepth |
The depth at which to draw OnGUI-based (Adventure Creator) Menus
string AC.MenuManager.horizontalInputAxis = "Horizontal" |
The input axis used to directly-navigate AC menus horizontal
bool AC.MenuManager.keyboardControlWhenCutscene = false |
If True, then Menus will be navigated directly, not with the cursor, when the game is in a cutscene (if inputMethod = InputMethod.KeyboardAndController in SettingsManager)
bool AC.MenuManager.keyboardControlWhenDialogOptions = true |
If True, then Menus will be navigated directly, not with the cursor, when Conversation dialogue options are shown (if inputMethod = InputMethod.KeyboardAndController in SettingsManager)
bool AC.MenuManager.keyboardControlWhenPaused = true |
If True, then Menus will be navigated directly, not with the cursor, when the game is paused (if inputMethod = InputMethod.KeyboardAndController in SettingsManager)
Texture2D AC.MenuManager.pauseTexture = null |
A texture to apply full-screen when a 'Pause' Menu is enabled
bool AC.MenuManager.scaleTextEffects = false |
If True, then the size of text effects (shadows, outlines) will be based on the size of the text, rather than fixed
bool AC.MenuManager.useAddressables = false |
If True, then Unity UI prefab menus will be referenced by Addressable instead of directly
string AC.MenuManager.verticalInputAxis = "Vertical" |
The input axis used to directly-navigate AC menus vertically