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Adventure Creator
1.77.3
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
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Public Member Functions | |
override void | Declare () |
override MenuElement | DuplicateSelf (bool fromEditor, bool ignoreUnityUI) |
Creates and returns a new MenuElement that has the same values as itself. More... | |
override void | LoadUnityUI (AC.Menu _menu, Canvas canvas, bool addEventListeners=true) |
Initialises the linked Unity UI GameObject. More... | |
override GameObject | GetObjectToSelect (int slotIndex=0) |
Gets the linked Unity UI GameObject associated with this element. More... | |
override RectTransform | GetRectTransform (int _slot) |
Gets the boundary of the element, or a slot within it. More... | |
override void | SetUIInteractableState (bool state) |
Sets the interactive state of any linked Unity UI gameobjects. More... | |
override void | ShowGUI (Menu menu) |
override int | GetVariableReferences (int _varID) |
Gets the number of references the MenuElement makes to a global variable More... | |
override int | UpdateVariableReferences (int oldVarID, int newVarID) |
Updates references the MenuElement makes to a global variable More... | |
override bool | ReferencesAsset (ActionListAsset actionListAsset) |
Checks if the Menu makes reference to a particular ActionList asset More... | |
override bool | ReferencesObjectOrID (GameObject gameObject, int id) |
Checks if the Element makes reference to a particular GameObject More... | |
override int | GetSlotIndex (GameObject gameObject) |
Gets the slot index that reference a particular GameObject More... | |
SaveFile | GetSaveFile (int _slot) |
Gets the SaveFile associated with a given slot More... | |
override string | GetLabel (int _slot, int languageNumber) |
Gets the display text of the element, or a slot within it. More... | |
override bool | IsSelectedByEventSystem (int slotIndex) |
Checks if the element is selected by Unity UI's EventSystem (if the Menu is Unity UI-based). More... | |
override bool | IsSelectableInteractable (int slotIndex) |
Checks if the element's linked Selectable is currently Interactable (if the Menu is Unity UI-based). More... | |
override void | HideAllUISlots () |
override void | PreDisplay (int _slot, int languageNumber, bool isActive) |
Performs all calculations necessary to display the element. More... | |
override void | Display (GUIStyle _style, int _slot, float zoom, bool isActive) |
Draws the element using OnGUI. More... | |
override bool | ProcessClick (AC.Menu _menu, int _slot, MouseState _mouseState) |
Performs what should happen when the element is clicked on. More... | |
override void | RecalculateSize (MenuSource source) |
Recalculates the element's size. This should be called whenever a Menu's shape is changed. More... | |
override bool | CanBeShifted (AC_ShiftInventory shiftType) |
Checks if the element's slots can be shifted in a particular direction. More... | |
override void | Shift (AC_ShiftInventory shiftType, int amount) |
Shifts which slots are on display, if the number of slots the element has exceeds the number of slots it can show at once. More... | |
string | GetTranslatableString (int index) |
Gets the text to be translated, given its index. More... | |
int | GetTranslationID (int index) |
Gets the translation ID of a given text index. More... | |
AC_TextType | GetTranslationType (int index) |
Gets the translation type of a given text index. More... | |
void | UpdateTranslatableString (int index, string updatedText) |
int | GetNumTranslatables () |
Gets the maximum number of possible translatable texts. More... | |
bool | HasExistingTranslation (int index) |
Checks if a given text index has already been assigned a unique translation ID. More... | |
void | SetTranslationID (int index, int _lineID) |
Sets the translation ID of a given text index More... | |
string | GetOwner (int index) |
Gets the name of the translatable text's owner. In the case of speech text, it is the name of the character. In the case of menu element text, it is the name of the menu element. More... | |
bool | OwnerIsPlayer (int index) |
Checks if the translatable text's owner is a Player. This is necessary for speech lines, since multiple player prefabs can feasibly share the same line. More... | |
bool | CanTranslate (int index) |
Checks if a given text index can and should be translated. More... | |
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virtual void | Copy (MenuElement _element) |
Copies the values of another MenuElement onto itself. More... | |
virtual void | Initialise (AC.Menu _menu) |
Performs any initialisation that can only be done once the element has been instantiated at runtime. More... | |
virtual bool | ProcessContinuousClick (AC.Menu _menu, MouseState _mouseState) |
Performs what should happen when the element is clicked on continuously. More... | |
virtual void | SetSpeech (Speech _speech) |
Assigns the element to a specific Speech line. More... | |
virtual void | ClearSpeech () |
void | UpdateID (int[] idArray) |
Updates the ID number to something unique. More... | |
void | UpdateLabel (int languageNumber) |
void | ShowGUIStart (Menu menu) |
virtual bool | CheckConvertGlobalVariableToLocal (int oldGlobalID, int newLocalID) |
Checks if the Element makes references from a given global variable to a given local variable More... | |
virtual string | GetHotspotLabelOverride (int _slot, int _language) |
Gets a string that overrides the default 'hotspot label'. More... | |
virtual void | DrawOutline (bool isSelected, AC.Menu _menu) |
Draws an outline around the element. More... | |
Vector2[] | GetSlotCentres (AC.Menu _menu) |
Gets the element's slot centres, as an array of Vector2s. This is used when keyboard-navigating menus More... | |
Vector2 | GetSize () |
Gets the size of the whole element. More... | |
Vector2 | GetSizeFromCorner () |
Gets the Vector2 from the top-left corner of the parent Menu to the bottom-right corner of the element. More... | |
void | SetSize (Vector2 _size) |
Sets the size of an individual slot. More... | |
int | GetNumSlots () |
Gets the number of display slots the element has. This is not the maximum number of slots that can be shown by shifting - it is the number of slots that are shown at any one time. More... | |
Rect | GetSlotRectRelative (int _slot) |
Gets the boundary of a slot, as a proportion of the screen size. More... | |
int | GetFontSize () |
Gets the size of the font. More... | |
void | SetPosition (Vector2 _position) |
Sets the element's position. More... | |
void | SetRelativePosition (Vector2 _size) |
void | ResetDragOffset () |
void | SetDragOffset (Vector2 pos, Rect dragRect) |
Offsets an OnGUI MenuElement's position when dragged by a MenuDrag element. More... | |
Vector2 | GetDragStart () |
Gets the drag offset. More... | |
void | AutoSetVisibility () |
virtual AudioClip | GetHoverSound (int slot) |
Gets the hover sound for the element slot. More... | |
int | GetOffset () |
Gets the amount by which the slots have been offset, if the number that can be shown exceeds the number that can be display at once. More... | |
void | SetOffset (int value) |
Sets the amount by which the slots have been offset, if the number that can be shown exceeds the number that can be display at once. More... | |
virtual void | OnMenuTurnOn (Menu menu) |
Called whenever the Menu this is attached to is turned on. More... | |
string | GetVisibilitySaveData () |
override string | ToString () |
Public Attributes | |
UISlot[] | uiSlots |
TextEffects | textEffects |
float | outlineSize = 2f |
Color | effectColour = Color.black |
TextAnchor | anchor |
AC_SaveListType | saveListType |
int | maxSlots = 5 |
ActionListAsset | actionListOnSave |
SaveDisplayType | displayType = SaveDisplayType.LabelOnly |
Texture2D | blankSlotTexture |
string | importProductName |
string | importSaveFilename |
bool | checkImportBool |
int | checkImportVar |
bool | allowEmptySlots |
bool | fixedOption |
int | optionToShow |
int | parameterID = -1 |
string | newSaveText = "New save" |
string | emptySlotText = "" |
int | emptySlotTextLineID = -1 |
bool | showNewSaveOption = true |
bool | hideIfNotValid = false |
bool | autoHandle = true |
UIHideStyle | uiHideStyle = UIHideStyle.DisableObject |
LinkUIGraphic | linkUIGraphic = LinkUIGraphic.ImageComponent |
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int | ID |
string | title = "Element" |
Vector2 | slotSize |
AC_SizeType | sizeType |
AC_PositionType2 | positionType |
float | slotSpacing = 0f |
int | lineID = -1 |
string | alternativeInputButton = "" |
Font | font |
float | fontScaleFactor = 60f |
Color | fontColor = Color.white |
Color | fontHighlightColor = Color.white |
bool | isClickable |
ElementOrientation | orientation = ElementOrientation.Vertical |
int | gridWidth = 3 |
Texture2D | backgroundTexture |
bool | singleSlotBackgrounds = false |
Texture2D | highlightTexture |
AudioClip | hoverSound |
AudioClip | clickSound |
bool | changeCursor = false |
int | cursorID = 0 |
int | linkedUiID |
float | maxAutoWidthFactor = 0.5f |
Protected Member Functions | |
override void | ShowTextGUI (string apiPrefix) |
override void | ShowTextureGUI (string apiPrefix) |
override void | AutoSize () |
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void | CreateUIEvent (UnityEngine.UI.Button uiButton, AC.Menu _menu, UIPointerState uiPointerState=UIPointerState.PointerClick, int _slotIndex=0, bool liveState=true) |
void | CreateHoverSoundHandler (Selectable selectable, AC.Menu _menu, int _slotIndex=0) |
virtual void | ProcessClickUI (AC.Menu _menu, int _slot, MouseState _mouseState) |
virtual string | GetLabelToTranslate () |
void | ClearCache () |
string | TranslateLabel (int languageNumber) |
void | EndGUI (string apiPrefix) |
void | ShowClipHelp () |
T | LinkedUiGUI< T > (T field, string label, MenuSource source, string tooltip="") |
UISlot[] | ResizeUISlots (UISlot[] uiSlots, int maxSlots) |
void | ChangeCursorGUI (Menu menu) |
void | LimitUISlotVisibility (UISlot[] uiSlots, int _numSlots, UIHideStyle uiHideStyle, Texture emptyTexture=null) |
void | LimitUISlotVisibility (UISlot[] uiSlots, int _numSlots, UISelectableHideStyle uiHideStyle) |
Rect | ZoomRect (Rect rect, float zoom) |
void | LimitOffset () |
void | Shift (AC_ShiftInventory shiftType, int maxSlots, int arraySize, int amount) |
void | SetAbsoluteSize (Vector2 _size) |
void | AutoSize (GUIContent content) |
void | LinkUIElement< T > (Canvas canvas, ref T existingField) |
void | UpdateUISelectable< T > (T field, UISelectableHideStyle uiSelectableHideStyle) |
void | UpdateUIElement< T > (T field) |
void | ClearSpriteCache (UISlot[] uiSlots) |
void | SetUISlotsInteractableState (UISlot[] uiSlots, bool state) |
Additional Inherited Members | |
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bool | isVisible = true |
int | offset = 0 |
Menu | parentMenu |
Rect | relativeRect |
Vector2 | relativePosition |
int | numSlots |
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virtual bool | IsVisible [get, set] |
virtual int | MaxSlotsForOffset [get] |
Menu | ParentMenu [get] |
This MenuElement lists any save game files found on by SaveSystem. Clicking on slots can load or save the relevant file, and importing variables from another game is also possible.
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virtual |
Checks if the element's slots can be shifted in a particular direction.
shiftType | The direction to shift slots in (Left, Right) |
Reimplemented from AC.MenuElement.
bool AC.MenuSavesList.CanTranslate | ( | int | index | ) |
Checks if a given text index can and should be translated.
index | The index of the translatable text |
Implements AC.ITranslatable.
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virtual |
Initialises the MenuElement when it is created within MenuManager.
Reimplemented from AC.MenuElement.
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virtual |
Draws the element using OnGUI.
_style | The GUIStyle to draw with |
_slot | The index number of the slot to display |
zoom | The zoom factor |
isActive | If True, then the element will be drawn as though highlighted |
Reimplemented from AC.MenuElement.
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virtual |
Creates and returns a new MenuElement that has the same values as itself.
fromEditor | If True, the duplication was done within the Menu Manager and not as part of the gameplay initialisation. |
ignoreUnityUI | If True, variables associated with Unity UI will not be transferred |
Reimplemented from AC.MenuElement.
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virtual |
Gets the display text of the element, or a slot within it.
slot | The index number of the slot to get text for |
languageNumber | The index number of the language number to get the text in |
Reimplemented from AC.MenuElement.
int AC.MenuSavesList.GetNumTranslatables | ( | ) |
Gets the maximum number of possible translatable texts.
Implements AC.ITranslatable.
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virtual |
Gets the linked Unity UI GameObject associated with this element.
slotIndex | The slot index, if the element has multiple slots |
Reimplemented from AC.MenuElement.
string AC.MenuSavesList.GetOwner | ( | int | index | ) |
Gets the name of the translatable text's owner. In the case of speech text, it is the name of the character. In the case of menu element text, it is the name of the menu element.
index | The index of the translatable text |
Implements AC.ITranslatable.
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virtual |
Gets the boundary of the element, or a slot within it.
_slot | The index number of the slot to get the boundary of |
Reimplemented from AC.MenuElement.
SaveFile AC.MenuSavesList.GetSaveFile | ( | int | _slot | ) |
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virtual |
Gets the slot index that reference a particular GameObject
gameObject | The GameObject to check for |
Reimplemented from AC.MenuElement.
string AC.MenuSavesList.GetTranslatableString | ( | int | index | ) |
Gets the text to be translated, given its index.
index | The index of the translatable text |
Implements AC.ITranslatable.
int AC.MenuSavesList.GetTranslationID | ( | int | index | ) |
Gets the translation ID of a given text index.
index | The index of the translatable text |
Implements AC.ITranslatable.
AC_TextType AC.MenuSavesList.GetTranslationType | ( | int | index | ) |
Gets the translation type of a given text index.
index | The index of the translatable text |
Implements AC.ITranslatable.
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Gets the number of references the MenuElement makes to a global variable
varID | The global variable's ID number |
Reimplemented from AC.MenuElement.
bool AC.MenuSavesList.HasExistingTranslation | ( | int | index | ) |
Checks if a given text index has already been assigned a unique translation ID.
index | The index of the translatable text |
Implements AC.ITranslatable.
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Hides all linked Unity UI GameObjects associated with the element.
Reimplemented from AC.MenuElement.
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Checks if the element's linked Selectable is currently Interactable (if the Menu is Unity UI-based).
slotIndex | The element's slot index, if it has multiple slots |
Reimplemented from AC.MenuElement.
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Checks if the element is selected by Unity UI's EventSystem (if the Menu is Unity UI-based).
slotIndex | The element's slot index, if it has multiple slots |
Reimplemented from AC.MenuElement.
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Initialises the linked Unity UI GameObject.
_menu | The element's parent Menu |
canvas | The runtime Canvas associated with the Menu |
addEventListeners | If True, then event listeners should be added to the UI's Interactive component(s) |
Reimplemented from AC.MenuElement.
bool AC.MenuSavesList.OwnerIsPlayer | ( | int | index | ) |
Checks if the translatable text's owner is a Player. This is necessary for speech lines, since multiple player prefabs can feasibly share the same line.
index | The index of the translatable text |
Implements AC.ITranslatable.
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virtual |
Performs all calculations necessary to display the element.
_slot | The index number of the slot to display |
languageNumber | The index number of the language to display text in |
isActive | If True, then the element will be drawn as though highlighted |
Reimplemented from AC.MenuElement.
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virtual |
Performs what should happen when the element is clicked on.
_menu | The element's parent Menu |
_slot | The index number of the slot that was clicked on |
_mouseState | The state of the mouse button |
Reimplemented from AC.MenuElement.
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virtual |
Recalculates the element's size. This should be called whenever a Menu's shape is changed.
source | How the parent Menu is displayed (AdventureCreator, UnityUiPrefab, UnityUiInScene) |
Reimplemented from AC.MenuElement.
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Checks if the Menu makes reference to a particular ActionList asset
actionListAsset | The ActionList to check for |
Reimplemented from AC.MenuElement.
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Checks if the Element makes reference to a particular GameObject
gameObject | The GameObject to check for |
id | The GameObject's associated ConstantID value |
Reimplemented from AC.MenuElement.
void AC.MenuSavesList.SetTranslationID | ( | int | index, |
int | lineID | ||
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Sets the translation ID of a given text index
index | The index of the translatable text |
lineID | The new translation ID to assign the translatable text |
Implements AC.ITranslatable.
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Sets the interactive state of any linked Unity UI gameobjects.
state | If True, linked UI gameobjects will be made interactive. If False, they will be made non-interactive |
Reimplemented from AC.MenuElement.
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Shifts which slots are on display, if the number of slots the element has exceeds the number of slots it can show at once.
shiftType | The direction to shift slots in (Left, Right) |
amount | The amount to shift slots by |
Reimplemented from AC.MenuElement.
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Updates references the MenuElement makes to a global variable
varID | The global variable's original ID number |
varID | The global variable's new ID number |
Reimplemented from AC.MenuElement.
ActionListAsset AC.MenuSavesList.actionListOnSave |
An ActionListAsset that can run once a game is succesfully loaded/saved/imported
bool AC.MenuSavesList.allowEmptySlots |
If True, then all slots will be shown even if they are not already assigned a save file.
TextAnchor AC.MenuSavesList.anchor |
The text alignment
bool AC.MenuSavesList.autoHandle = true |
If True, then the save file will be loaded/saved once its slot is clicked on
Texture2D AC.MenuSavesList.blankSlotTexture |
The default graphic to use if slots display save screenshots
bool AC.MenuSavesList.checkImportBool |
If True, and saveListType = AC_SaveListType.Import, then a specific Boolean global variable must = True for an import file to be listed
int AC.MenuSavesList.checkImportVar |
If checkImportBool = True, the ID number of the Boolean global variable that must = True, for an import file to be listed
SaveDisplayType AC.MenuSavesList.displayType = SaveDisplayType.LabelOnly |
How save files are displayed (LabelOnly, ScreenshotOnly, LabelAndScreenshot)
Color AC.MenuSavesList.effectColour = Color.black |
The outline colour
string AC.MenuSavesList.emptySlotText = "" |
The display text when a slot represents an empty save space
int AC.MenuSavesList.emptySlotTextLineID = -1 |
The translation ID associated with the emptySlotText
bool AC.MenuSavesList.fixedOption |
If True, then only one save slot will be shown
bool AC.MenuSavesList.hideIfNotValid = false |
If True, and saveListType = AC_SaveListType.Load and fixedOption = True, then the element will be hidden if the slot ID it represents is not filled with a valid save
string AC.MenuSavesList.importProductName |
The name of the project to import files from, if saveListType = AC_SaveListType.Import
string AC.MenuSavesList.importSaveFilename |
The filename syntax of import files, if saveListType = AC_SaveListType.Import
LinkUIGraphic AC.MenuSavesList.linkUIGraphic = LinkUIGraphic.ImageComponent |
What Image component the Element's Graphics should be linked to (ImageComponent, ButtonTargetGraphic)
int AC.MenuSavesList.maxSlots = 5 |
The maximum number of slots that can be displayed at once
string AC.MenuSavesList.newSaveText = "New save" |
The display text when a slot represents a "new save" space
int AC.MenuSavesList.optionToShow |
The index number of the save slot to show, if fixedOption = true
float AC.MenuSavesList.outlineSize = 2f |
The outline thickness, if textEffects != TextEffects.None
int AC.MenuSavesList.parameterID = -1 |
If >=0, The ID number of the integer ActionParameter in actionListOnSave to set to the index number of the slot clicked
AC_SaveListType AC.MenuSavesList.saveListType |
How this list behaves (Load, Save, Import)
bool AC.MenuSavesList.showNewSaveOption = true |
If True, a slot that represents a "new save" space can be displayed if appropriate
TextEffects AC.MenuSavesList.textEffects |
The special FX applied to the text (None, Outline, Shadow, OutlineAndShadow)
UIHideStyle AC.MenuSavesList.uiHideStyle = UIHideStyle.DisableObject |
The method by which this element (or slots within it) are hidden from view when made invisible (DisableObject, ClearContent)