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Adventure Creator
1.76.2
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
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Public Member Functions | |
Objective (int[] idArray) | |
ObjectiveState | GetState (int stateID) |
Gets a state with a particular ID number More... | |
string | GetTitle (int languageNumber=0) |
Gets the objective's title text in a given language More... | |
string | GetDescription (int languageNumber=0) |
Gets the objective's description text in a given language More... | |
override string | ToString () |
void | ShowGUI (string apiPrefix) |
int | StateSelectorList (int selectedID, string label="State:") |
string[] | GenerateEditorStateLabels () |
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... | |
Public Attributes | |
int | ID |
int | titleLineID = -1 |
string | description |
int | descriptionLineID = -1 |
bool | perPlayer = false |
Texture2D | texture |
List< ObjectiveState > | states |
bool | lockStateWhenComplete = true |
bool | lockStateWhenFail = true |
Protected Member Functions | |
int[] | GetStateIDArray () |
void | SideStateMenu () |
void | StateCallback (object obj) |
void | MoveStateToTop (int a1) |
void | MoveStateToBottom (int a1) |
void | SwapStates (int a1, int a2) |
Protected Attributes | |
string | title |
int | sideState |
int | selectedState |
Vector2 | scrollPos |
bool | showStateGUI = true |
Properties | |
string | Title [get, set] |
int | NumStates [get] |
bool AC.Objective.CanTranslate | ( | int | index | ) |
Checks if a given text index can and should be translated.
index | The index of the translatable text |
Implements AC.ITranslatable.
string AC.Objective.GetDescription | ( | int | languageNumber = 0 | ) |
Gets the objective's description text in a given language
languageNumber | The language index, where 0 = the game's default language |
int AC.Objective.GetNumTranslatables | ( | ) |
Gets the maximum number of possible translatable texts.
Implements AC.ITranslatable.
string AC.Objective.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.
ObjectiveState AC.Objective.GetState | ( | int | stateID | ) |
Gets a state with a particular ID number
The ID number of the state to get
string AC.Objective.GetTitle | ( | int | languageNumber = 0 | ) |
Gets the objective's title text in a given language
languageNumber | The language index, where 0 = the game's default language |
string AC.Objective.GetTranslatableString | ( | int | index | ) |
Gets the text to be translated, given its index.
index | The index of the translatable text |
Implements AC.ITranslatable.
int AC.Objective.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.Objective.GetTranslationType | ( | int | index | ) |
Gets the translation type of a given text index.
index | The index of the translatable text |
Implements AC.ITranslatable.
bool AC.Objective.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.
bool AC.Objective.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.
void AC.Objective.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.
string AC.Objective.description |
An overall description for the objective
int AC.Objective.descriptionLineID = -1 |
The translation ID for the description text, generated by the Speech Manager
int AC.Objective.ID |
A unique identifier
bool AC.Objective.lockStateWhenComplete = true |
If True, the state cannot be changed once it is considered complete
bool AC.Objective.lockStateWhenFail = true |
If True, the state cannot be changed once it is considered failed
bool AC.Objective.perPlayer = false |
List<ObjectiveState> AC.Objective.states |
A list of all possible states the Objective can be
Texture2D AC.Objective.texture |
An associated texture
int AC.Objective.titleLineID = -1 |
The translation ID for the title text, generated by the Speech Manager
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get |
How many states the objective can take
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getset |
The objective's title