Adventure Creator
1.79.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
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Public Member Functions | |
void | UpdateInteraction () |
void | UpdateInteractionLabel () |
void | UpdateInventory () |
void | SetActiveHotspot (Hotspot _hotspot) |
Sets the active Hotspot, provided that the chosen hotspot detection method in Settings Manager is CustomScript. More... | |
void | PreAutoCycle () |
void | DeselectHotspot (bool isInstant=false) |
De-selects the active Hotspot. More... | |
bool | DoesHotspotHaveInventoryInteraction () |
Checks if the active Hotspot has an enabled inventory interaction that matches the currently-selected inventory item. More... | |
void | UseHotspot (Hotspot _hotspot, int selectedCursorID=-1) |
Runs a Hotspot's 'use' interaction. More... | |
void | UseHotspot (Hotspot _hotspot, Button _button) |
void | ExamineHotspot (Hotspot _hotspot) |
Runs a Hotspot's 'look' interaction. More... | |
void | UseInventoryOnHotspot (Hotspot _hotspot, InvInstance invInstance, bool requireCarry=true) |
Runs a Hotspot's 'use inventory' interaction. More... | |
Vector2 | GetHotspotScreenCentre () |
Gets the centre of the active Hotspot in screen space More... | |
Vector2 | GetLastHotspotScreenCentre () |
Gets the centre of the last-active Hotspot in screen space More... | |
bool | IsMouseOverHotspot () |
Checks if the cursor is currently over a Hotspot. More... | |
bool | IsDroppingInventory () |
Checks if the player is de-selecting or dropping the inventory in this frame. More... | |
Hotspot | GetActiveHotspot () |
Gets the active Hotspot. More... | |
Hotspot | GetLastOrActiveHotspot () |
Gets the last Hotspot to be active, even if none is currently active. More... | |
int | GetActiveUseButtonIconID () |
Gets the ID number of the current "Use" Button when the interface allows for cursors being cycled when over Hotspots or inventory items. More... | |
void | SetNextInteraction () |
void | SetPreviousInteraction () |
void | ResetInteractionIndex () |
void | ClickInteractionIcon (AC.Menu _menu, int iconID) |
Runs the appropriate interaction after the clicking of a MenuInteraction element. More... | |
Hotspot | GetHotspotMovingTo () |
Gets the Hotspot that the Player is moving towards. More... | |
void | StopMovingToHotspot () |
void | IgnoreInputThisFrame () |
Protected Member Functions | |
void | OnEnable () |
void | OnDisable () |
void | HandleInteractionMenu (MouseState mouseState) |
Hotspot | CheckForHotspots () |
Hotspot | CheckHotspotValid (Hotspot hotspot) |
bool | RequireTwoTaps () |
void | ChooseHotspotThenInteractionClick (MouseState mouseState) |
void | ChooseHotspotThenInteractionClick_Process (MouseState mouseState, bool doubleTap) |
bool | IsInvokingDefaultInteraction () |
void | ContextSensitiveClick (MouseState mouseState) |
void | CustomScriptMethod () |
void | ContextSensitiveClick_Process (MouseState mouseState, bool doubleTap, Hotspot newHotspot) |
void | HandleInteraction (MouseState mouseState) |
void | ClickHotspotToWalk (Marker walkToMarker) |
void | ClickButton (InteractionType _interactionType, int selectedCursorID, InvInstance selectedInvInstance=null, Hotspot clickedHotspot=null) |
void | UseObject (InvInstance selectedInvInstance, Button _button) |
IEnumerator | UseObjectCo (Hotspot _hotspot, Button _button, bool doRun, bool doSnap, InvInstance selectedInvInstance) |
void | RunUnhandledHotspotInteraction (ActionListAsset _actionListAsset, Hotspot _hotspot, bool optionValue) |
void | StopInteraction () |
void | OffsetInteraction (bool goForward) |
void | ClickHotspotToInteract (Hotspot _hotspot) |
void | UpdateInteractionLabel (int _language) |
virtual bool | UnityUIBlocksClick () |
void | OnInitialiseScene () |
void | OnInventoryInteract (InvItem invItem, int iconID) |
void | OnInventoryCombine (InvItem invItem1, InvItem invItem2) |
void | OnEnterGameState (GameState gameState) |
void | OnCharacterRecalculatePathfind (Char character, ref Vector3 destination) |
void | OnUseInventory () |
Protected Attributes | |
bool | inPreInteractionCutscene = false |
HotspotLabelData | hotspotLabelData = new HotspotLabelData () |
Hotspot | hotspotMovingTo |
Hotspot | hotspot |
Button | button |
Hotspot | lastHotspot = null |
int | interactionIndex = -1 |
Hotspot | manualHotspot |
string | movingToHotspotLabel = "" |
bool | ignoreInputThisFrame = false |
int | lastClickedCursorID |
LayerMask | hotspotLayerMask |
Properties | |
int | InteractionIndex [get, set] |
string | MovingToHotspotLabel [get] |
HotspotLabelData | HotspotLabelData [get] |
bool | InPreInteractionCutscene [get] |
string | InteractionLabel [get] |
LayerMask | HotspotLayerMask [get, set] |
This script processes Hotspot interactions. It should be placed on the GameEngine prefab.
void AC.PlayerInteraction.ClickInteractionIcon | ( | AC.Menu | _menu, |
int | iconID | ||
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Runs the appropriate interaction after the clicking of a MenuInteraction element.
_menu | The Menu that contains the MenuInteraction element |
iconID | The ID number of the "Use" icon, defined in CursorManager, that was clicked on |
void AC.PlayerInteraction.DeselectHotspot | ( | bool | isInstant = false | ) |
bool AC.PlayerInteraction.DoesHotspotHaveInventoryInteraction | ( | ) |
void AC.PlayerInteraction.ExamineHotspot | ( | Hotspot | _hotspot | ) |
Hotspot AC.PlayerInteraction.GetActiveHotspot | ( | ) |
int AC.PlayerInteraction.GetActiveUseButtonIconID | ( | ) |
Hotspot AC.PlayerInteraction.GetHotspotMovingTo | ( | ) |
Vector2 AC.PlayerInteraction.GetHotspotScreenCentre | ( | ) |
Vector2 AC.PlayerInteraction.GetLastHotspotScreenCentre | ( | ) |
Hotspot AC.PlayerInteraction.GetLastOrActiveHotspot | ( | ) |
void AC.PlayerInteraction.IgnoreInputThisFrame | ( | ) |
Causes all input to be ignored until the next update loop
bool AC.PlayerInteraction.IsDroppingInventory | ( | ) |
Checks if the player is de-selecting or dropping the inventory in this frame.
bool AC.PlayerInteraction.IsMouseOverHotspot | ( | ) |
void AC.PlayerInteraction.ResetInteractionIndex | ( | ) |
void AC.PlayerInteraction.SetActiveHotspot | ( | Hotspot | _hotspot | ) |
void AC.PlayerInteraction.SetNextInteraction | ( | ) |
Cycles forward to the next available interaction for the active Hotspot or inventory item.
void AC.PlayerInteraction.SetPreviousInteraction | ( | ) |
Cycles backward to the previous available interaction for the active Hotspot or inventory item.
void AC.PlayerInteraction.StopMovingToHotspot | ( | ) |
Cancels the interaction process, that involves the Player prefab moving towards the Hotspot before the Interaction itself is run.
void AC.PlayerInteraction.UpdateInteraction | ( | ) |
Updates the interaction handler. This is called every frame by StateHandler.
void AC.PlayerInteraction.UpdateInteractionLabel | ( | ) |
void AC.PlayerInteraction.UpdateInventory | ( | ) |
De-selects the current inventory item, if appropriate. This is called every frame by StateHandler.
void AC.PlayerInteraction.UseHotspot | ( | Hotspot | _hotspot, |
int | selectedCursorID = -1 |
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void AC.PlayerInteraction.UseInventoryOnHotspot | ( | Hotspot | _hotspot, |
InvInstance | invInstance, | ||
bool | requireCarry = true |
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Runs a Hotspot's 'use inventory' interaction.
_hotspot | The Hotspot to examine |
inventoryItemID | The ID number of the inventory item (see InvItem) |
requireCarry | If the SettingsManager's interactionMethod is CustomScript, the item must be carried by the player for the interaction to trigger |
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get |
The HotspotLabelData class set from either the active Hotspot, or the selected Inventory item
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get |
Checks if the Player is currently walking to a Hotspot in order to run an Interaction, and doing blocks gameplay.
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getset |
The global interaction index.
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get |