Adventure Creator  1.79.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
AC.RememberTransform Class Reference
Inheritance diagram for AC.RememberTransform:
AC.ConstantID

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 ()
 

Detailed Description

Attach this to GameObject whose position, parentage, or scene presence you wish to save.

Member Function Documentation

◆ LoadTransformData()

void AC.RememberTransform.LoadTransformData ( TransformData  data)

Deserialises a string of data, and restores the GameObject to its previous state.

Parameters
stringDataThe data, serialised as a string

◆ OnSpawn()

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.

◆ SaveTransformData()

TransformData AC.RememberTransform.SaveTransformData ( )

Serialises appropriate GameObject values into a string.

Returns
The data, serialised as a string

Member Data Documentation

◆ linkedPrefabID

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.

◆ loadOrder

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.

◆ saveParent

bool AC.RememberTransform.saveParent

True if the GameObject's change in parent should be recorded

◆ saveScenePresence

bool AC.RememberTransform.saveScenePresence

True if the GameObject's change in scene presence should be recorded

◆ transformSpace

GlobalLocal AC.RememberTransform.transformSpace = GlobalLocal.Global

How to reference transform co-ordinates (Global, Local)

Property Documentation

◆ SavePrevented

bool AC.RememberTransform.SavePrevented
getset

If True, saving is prevented