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Adventure Creator 1.85.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2025
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Public Member Functions | |
| override string | SaveData () |
| Serialises appropriate GameObject values into a string. Overriden by subclasses. | |
| override IEnumerator | LoadDataCo (string stringData) |
| Deserialises a string of data, and restores the GameObject to its previous state. By default, this just runs LoadData - only override this if the loading process takes multiple frames. | |
| void | ShowGUI () |
| Public Member Functions inherited from AC.Remember | |
| virtual void | LoadData (string stringData) |
| Deserialises a string of data, and restores the GameObject to its previous state. Overridden by subclasses. | |
| Public Member Functions inherited from AC.ConstantID | |
| virtual void | OnSpawn () |
| void | SetManualID (int _id) |
| int | AssignInitialValue (bool forcePrefab=false) |
| Sets a new Constant ID number. | |
| void | SetNewID_Prefab () |
Public Attributes | |
| bool | saveBindings |
| bool | saveTimelineAsset |
| bool | evaluateWhenStopped |
| Public Attributes inherited from AC.ConstantID | |
| int | constantID |
| bool | retainInPrefab = false |
| AutoManual | autoManual = AutoManual.Automatic |
Additional Inherited Members | |
| Static Public Member Functions inherited from AC.ConstantID | |
| static HashSet< T > | GetComponents< T > (int constantIDValue) |
| Gets all components in the Hierarchy that also have a ConstantID component on the same GameObject. | |
| static T | GetComponent< T > (int constantIDValue, GameObject root=null) |
| Gets a component in the Hierarchy that also has a ConstantID component on the same GameObject. | |
| static ConstantID | GetComponent (int constantIDValue) |
| Gets a ConstantID component in the Hierarchy with a given ID number. | |
| static HashSet< T > | GetComponents< T > (int constantIDValue, Scene scene) |
| Gets all components of a particular type within the scene, with a given ConstantID number. | |
| static HashSet< T > | GetComponents< T > (Scene scene) |
| Gets all components of a particular type within the scene. Only components with an associated ConstantID number will be returned. | |
| static T | GetComponent< T > (int constantIDValue, Scene scene, bool sceneOnlyPrioritises=false) |
| Gets a component associated with a given ConstantID number, in a particular scene. | |
| static ConstantID | GetComponent (int constantIDValue, Scene scene, bool sceneOnlyPrioritises=false) |
| Gets a ConstantID component ID number, in a particular scene. | |
| static void | FindLocalReferences (MenuCommand command) |
| static void | FindGlobalReferences (MenuCommand command) |
| Protected Member Functions inherited from AC.ConstantID | |
| void | OnEnable () |
| virtual void | Start () |
| void | OnDisable () |
| virtual void | OnInitialiseScene () |
| bool[] | StringToBoolArray (string _string) |
| int[] | StringToIntArray (string _string) |
| float[] | StringToFloatArray (string _string) |
| string[] | StringToStringArray (string _string) |
| string | ArrayToString< T > (T[] _list) |
| void | Update () |
| Protected Attributes inherited from AC.Remember | |
| bool | savePrevented = false |
| Properties inherited from AC.Remember | |
| bool | SavePrevented [get, set] |
| virtual int | LoadOrder [get] |
Attach this script to PlayableDirector objects you wish to save.
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virtual |
Deserialises a string of data, and restores the GameObject to its previous state. By default, this just runs LoadData - only override this if the loading process takes multiple frames.
| stringData | The data, serialised as a string |
Reimplemented from AC.Remember.
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virtual |
Serialises appropriate GameObject values into a string. Overriden by subclasses.
Reimplemented from AC.ConstantID.
| bool AC.RememberTimeline.evaluateWhenStopped |
If True, and the Timeline was not playing when it was saved, it will be evaluated at its playback point - causing the effects of it running at that single frame to be restored
| bool AC.RememberTimeline.saveBindings |
If True, the GameObjects bound to the Timeline will be stored in save game files
| bool AC.RememberTimeline.saveTimelineAsset |
If True, the Timeline asset assigned in the PlayableDirector's Timeline field will be stored in save game files.