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Adventure Creator
1.78.0
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
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Public Member Functions | |
override string | SaveData () |
Serialises appropriate GameObject values into a string. Overriden by subclasses. More... | |
override void | LoadData (string stringData) |
Deserialises a string of data, and restores the GameObject to its previous state. Overridden by subclasses. More... | |
void | ShowGUI () |
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virtual 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 More... | |
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int | AssignInitialValue (bool forcePrefab=false) |
Sets a new Constant ID number. More... | |
void | SetNewID_Prefab () |
void | SetManualID (int _id) |
Public Attributes | |
AC_OnOff | startState = AC_OnOff.On |
bool | affectChildren = false |
bool | saveColour = false |
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int | constantID |
bool | retainInPrefab = false |
AutoManual | autoManual = AutoManual.Automatic |
Protected Member Functions | |
override void | OnInitialiseScene () |
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void | OnEnable () |
virtual void | Start () |
void | OnDisable () |
bool[] | StringToBoolArray (string _string) |
int[] | StringToIntArray (string _string) |
float[] | StringToFloatArray (string _string) |
string[] | StringToStringArray (string _string) |
string | ArrayToString< T > (T[] _list) |
void | Update () |
Additional Inherited Members | |
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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) |
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bool | savePrevented = false |
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bool | SavePrevented [get, set] |
virtual int | LoadOrder [get] |
Attach this to GameObjects whose Renderer's enabled state you wish to save. Fading in and out, due to the SpriteFader component, is also saved.
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virtual |
Deserialises a string of data, and restores the GameObject to its previous state. Overridden by subclasses.
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.RememberVisibility.affectChildren = false |
True if child Renderers should be affected as well
bool AC.RememberVisibility.saveColour = false |
If True, the sprite's colour/alpha will be saved
AC_OnOff AC.RememberVisibility.startState = AC_OnOff.On |
Whether the Renderer is enabled or not when the game begins