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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 | |
ObjectiveState (int _ID, string _label, ObjectiveStateType _stateType) | |
ObjectiveState (int[] idArray) | |
string | GetLabel (int languageNumber=0) |
Gets the states's label text in a given language More... | |
string | GetDescription (int languageNumber=0) |
Gets the states's description text in a given language More... | |
bool | DisplayTypeMatches (ObjectiveDisplayType displayType) |
Checks if the state matches a given display type, as used by InventoryBox elements More... | |
void | ShowGUI (string apiPrefix) |
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 | labelLineID = -1 |
string | description |
int | descriptionLineID = -1 |
ObjectiveStateType | stateType |
Protected Attributes | |
string | label |
Properties | |
string | Label [get, set] |
Stores data for a state that an Objective can take.
bool AC.ObjectiveState.CanTranslate | ( | int | index | ) |
Checks if a given text index can and should be translated.
index | The index of the translatable text |
Implements AC.ITranslatable.
bool AC.ObjectiveState.DisplayTypeMatches | ( | ObjectiveDisplayType | displayType | ) |
Checks if the state matches a given display type, as used by InventoryBox elements
displayType | The display type |
string AC.ObjectiveState.GetDescription | ( | int | languageNumber = 0 | ) |
Gets the states's description text in a given language
languageNumber | The language index, where 0 = the game's default language |
string AC.ObjectiveState.GetLabel | ( | int | languageNumber = 0 | ) |
Gets the states's label text in a given language
languageNumber | The language index, where 0 = the game's default language |
int AC.ObjectiveState.GetNumTranslatables | ( | ) |
Gets the maximum number of possible translatable texts.
Implements AC.ITranslatable.
string AC.ObjectiveState.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.
string AC.ObjectiveState.GetTranslatableString | ( | int | index | ) |
Gets the text to be translated, given its index.
index | The index of the translatable text |
Implements AC.ITranslatable.
int AC.ObjectiveState.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.ObjectiveState.GetTranslationType | ( | int | index | ) |
Gets the translation type of a given text index.
index | The index of the translatable text |
Implements AC.ITranslatable.
bool AC.ObjectiveState.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.ObjectiveState.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.ObjectiveState.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.ObjectiveState.description |
An description for the state
int AC.ObjectiveState.descriptionLineID = -1 |
The translation ID for the description text, generated by the Speech Manager
int AC.ObjectiveState.ID |
A unique identifier
int AC.ObjectiveState.labelLineID = -1 |
The translation ID for the label text, generated by the Speech Manager
ObjectiveStateType AC.ObjectiveState.stateType |
The type of state it is (Active, Complete, Fail)
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getset |
The states's label. This will set the title to '(Untitled)' if empty.