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 | OnSpawn () |
TransformData | SaveTransformData () |
Serialises appropriate GameObject values into a string. More... | |
void | LoadTransformData (TransformData data) |
Deserialises a string of data, and restores the GameObject to its previous state. More... | |
Public Member Functions inherited from AC.ConstantID | |
virtual string | SaveData () |
Serialises appropriate GameObject values into a string. Overriden by subclasses. More... | |
int | AssignInitialValue (bool forcePrefab=false) |
Sets a new Constant ID number. More... | |
void | SetNewID_Prefab () |
void | SetManualID (int _id) |
Public Attributes | |
bool | saveParent |
bool | saveScenePresence |
int | linkedPrefabID |
GlobalLocal | transformSpace = GlobalLocal.Global |
int | loadOrder |
Public Attributes inherited from AC.ConstantID | |
int | constantID |
bool | retainInPrefab = false |
AutoManual | autoManual = AutoManual.Automatic |
Properties | |
bool | SavePrevented [get, set] |
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. More... | |
static T | GetComponent< T > (int constantIDValue) |
Gets a component in the Hierarchy that also has a ConstantID component on the same GameObject. More... | |
static ConstantID | GetComponent (int constantIDValue) |
Gets a ConstantID component in the Hierarchy with a given ID number. More... | |
static HashSet< T > | GetComponents< T > (int constantIDValue, Scene scene) |
Gets all components of a particular type within the scene, with a given ConstantID number. More... | |
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. More... | |
static T | GetComponent< T > (int constantIDValue, Scene scene, bool sceneOnlyPrioritises=false) |
Gets a component associated with a given ConstantID number, in a particular scene More... | |
static ConstantID | GetComponent (int constantIDValue, Scene scene, bool sceneOnlyPrioritises=false) |
Gets a ConstantID component ID number, in a particular scene More... | |
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 () |
Attach this to GameObject whose position, parentage, or scene presence you wish to save.
void AC.RememberTransform.LoadTransformData | ( | TransformData | data | ) |
Deserialises a string of data, and restores the GameObject to its previous state.
stringData | The data, serialised as a string |
void AC.RememberTransform.OnSpawn | ( | ) |
Initialises the component. This needs to be called if the object it is attached to is generated/spawned at runtime manually through code.
TransformData AC.RememberTransform.SaveTransformData | ( | ) |
Serialises appropriate GameObject values into a string.
int AC.RememberTransform.linkedPrefabID |
If non-zero, the Constant ID number of the prefab to re-spawn if not present in the scene, but saveScenePresence = true. If zero, the prefab will be assumed to have the same ID as this.
int AC.RememberTransform.loadOrder |
An integer used to sort the order in which RememberTransform scripts are loaded. Note that RememberTransform scripts will always be loaded before regular Remember scripts.
bool AC.RememberTransform.saveParent |
True if the GameObject's change in parent should be recorded
bool AC.RememberTransform.saveScenePresence |
True if the GameObject's change in scene presence should be recorded
GlobalLocal AC.RememberTransform.transformSpace = GlobalLocal.Global |
How to reference transform co-ordinates (Global, Local)
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getset |
If True, saving is prevented