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 | OnInitPersistentEngine () |
void | SetNull () |
void | SelectItemByID (int _id, SelectItemMode _mode=SelectItemMode.Use, bool ignoreInventory=false) |
Selects an inventory item (InvItem) by referencing its ID number. More... | |
void | ReselectLastItem () |
Re-selects the last-selected inventory item, if available. More... | |
void | SelectItem (InvInstance invInstance, SelectItemMode _mode=SelectItemMode.Use) |
Selects an inventory item (InvItem) More... | |
void | Replace (int _addID, int _removeID, int addAmount=1) |
Replaces one inventory item carried by the player with another, retaining its position in its MenuInventoryBox element. More... | |
void | Add (int itemID, int amount=1, bool selectAfter=false, int playerID=-1, bool addToFront=false) |
Adds an inventory item to the player's inventory. More... | |
void | Add (InvInstance newInstance, bool selectAfter=false, int playerID=-1, bool addToFront=false) |
Adds an inventory item to the player's inventory. More... | |
void | Remove (int _id) |
Removes an inventory item from the player's inventory. If multiple instances of the item can be held, all instances will be removed. More... | |
void | Remove (InvInstance invInstance) |
void | Remove (int _id, int amount) |
Removes some instances of an inventory items from the player's inventory. More... | |
void | AddToOtherPlayer (InvInstance invInstance, int playerID, bool addToFront) |
void | RemoveFromOtherPlayer (int itemID, int playerID) |
Removes an inventory item from a player's inventory. If multiple instances of the item can be held, all instances will be removed. More... | |
void | RemoveFromOtherPlayer (int itemID, int amount, int playerID) |
Removes some instances of an inventory item from a player's inventory. More... | |
void | RemoveAllFromOtherPlayer (int playerID) |
void | Remove (string _name, int amount=0) |
Removes an inventory item from the player's inventory. More... | |
void | RemoveAll () |
Removes all items from the player's inventory More... | |
int | GetCount (int _invID) |
Gets the amount of a particular inventory item within the player's inventory. More... | |
int | GetCount (int _invID, int _playerID) |
Gets the amount of a particular inventory item within any player's inventory, if multiple Player prefabs are supported. More... | |
int | GetCountFromAllPlayers (int _invID) |
Gets the amount of a particular inventory item within all player inventories, if multiple Player prefabs are supported. More... | |
int | GetNumberOfItemsCarried (bool includeMultipleInSameSlot=false) |
Gets the total number of inventory items currently held by the active Player. More... | |
int | GetNumberOfItemsCarried (int _playerID, bool includeMultipleInSameSlot=false) |
Gets the total number of inventory items currently held by a given Player, if multiple Players are supported. More... | |
int | GetNumberOfItemsCarriedByAllPlayers (bool includeMultipleInSameSlot=false) |
Gets the total number of inventory items currently held by all Players, if multiple Players are supported. More... | |
int | GetNumberOfItemsCarriedInCategory (int categoryID, bool includeMultipleInSameSlot=false) |
Gets the total number of inventory items currently held by the active Player. More... | |
int | GetNumberOfItemsCarriedInCategory (int categoryID, int _playerID, bool includeMultipleInSameSlot=false) |
Gets the total number of inventory items currently held by a given Player, if multiple Players are supported. More... | |
int | GetNumberOfItemsCarriedInCategoryByAllPlayers (int categoryID, bool includeMultipleInSameSlot=false) |
Gets the total number of inventory items currently held by all Players, if multiple Players are supported. More... | |
InvInstance | GetInstance (int _id) |
Gets an inventory item instance within the player's current inventory. More... | |
InvItem | GetItem (int _id) |
Gets an inventory item within the player's current inventory. More... | |
InvItem | GetItem (string _name) |
Gets the first-found inventory item within the player's current inventory. More... | |
InvInstance | GetInstance (string _name) |
Gets the first-found instance of an inventory item within the player's current inventory. More... | |
InvInstance[] | GetInstances (int _id) |
Gets all instances of an inventory item within the player's current inventory. More... | |
InvInstance[] | GetInstances (string _name) |
Gets all instances of an inventory item within the player's current inventory. More... | |
bool | IsCarryingItem (int itemID) |
Checks if an inventory item is within the player's current inventory. More... | |
bool | IsCarryingItem (InvItem invItem) |
Checks if an inventory item is within the player's current inventory. More... | |
bool | IsCarryingItem (InvInstance invInstance) |
void | ShowInteractions (InvInstance invInstance) |
Sets up all "Interaction" menus according to a specific inventory item. More... | |
void | SetHoverItem (InvInstance invInstance, MenuInventoryBox menuInventoryBox) |
Sets the item currently being hovered over by the mouse cursor. More... | |
void | SetHoverItem (InvInstance invInstance, MenuCrafting menuCrafting) |
Sets the item currently being hovered over by the mouse cursor. More... | |
void | ClearHoverItem () |
void | RemoveRecipes () |
void | RemoveRecipe (string menuName, string craftingIngredientsName) |
Resets the inventory associated with a specific Crafting Ingredients element More... | |
Recipe | CalculateRecipe (InvCollection ingredientsInvCollection) |
Works out which Recipe, if any, for which all ingredients have been correctly arranged. More... | |
void | PerformCrafting (InvCollection ingredientsInvCollection, Recipe recipe, bool selectAfter) |
Crafts a new inventory item, and removes the relevent ingredients, according to a Recipe. More... | |
InvInstance | PerformCrafting (InvCollection ingredientsInvCollection, Recipe recipe, InvCollection toInvCollection=null) |
Crafts a new inventory item, and removes the relevent ingredients, according to a Recipe. More... | |
List< InvInstance > | RemoveEmptySlots (List< InvInstance > invInstances) |
InvCollection | GetIngredientsInvCollection (string menuName, string craftingElementName) |
Gets an InvCollection of ingredients associated with a given MenuCrafting element More... | |
void | AssignPlayerInventory (InvCollection invCollection) |
Assign's the player's current inventory in bulk More... | |
void | DrawHighlighted (Rect _rect) |
Draws the currently-highlight item across a set region of the screen. More... | |
void | HighlightItemOnInstant (int _id) |
Fully highlights an inventory item instantly. More... | |
void | HighlightItemOffInstant () |
void | HighlightItem (int _id, HighlightType _type) |
Highlights an inventory item. More... | |
void | HighlightItem (InvInstance invInstance, HighlightType _type) |
Highlights an inventory item instance. More... | |
virtual void | DrawSelectedInventoryCount () |
bool | ProcessInventoryBoxClick (AC.Menu _menu, MenuInventoryBox inventoryBox, int _slot, MouseState _mouseState) |
Processes the clicking of an inventory item within a MenuInventoryBox element More... | |
MainData | SaveMainData (MainData mainData) |
Updates a MainData class with its own variables that need saving. More... | |
void | LoadMainData (MainData mainData) |
virtual bool | CanTransferContainerItemsToInventory (Container container, InvInstance invInstance) |
Checks if an item can be transferred from a Container to the current Player's inventory More... | |
void | OnInitialiseScene () |
Protected Member Functions | |
void | OnApplicationQuit () |
void | OnEnable () |
void | OnDisable () |
virtual string | GetInventoryCountText () |
void | OnInventoryInteract (InvItem invItem, int cursorID) |
void | OnInventoryCombine (InvItem invItemA, InvItem invItemB) |
void | OnUpdatePlayableScreenArea () |
void | AssignStartingItems () |
InvCollection | GetItemsOnStart (int playerID=-1) |
void | RemoveFromOtherPlayer (int invID, int amount, bool setAmount, int playerID) |
List< InvInstance > | ReorderItems (List< InvInstance > invInstances) |
Protected Attributes | |
InvCollection | playerInvCollection = new InvCollection () |
List< IngredientCollection > | ingredientCollections = new List<IngredientCollection> () |
InvInstance | selectedInstance = null |
InvInstance | lastSelectedInstance = null |
InvInstance | hoverInstance = null |
InvInstance | highlightInstance = null |
bool | showHoverLabel = true |
InvInstance | lastClickedInstance |
GUIStyle | countStyle = new GUIStyle () |
TextEffects | countTextEffects |
HighlightState | highlightState = HighlightState.None |
float | pulse = 0f |
int | pulseDirection = 0 |
Properties | |
InvInstance | SelectedInstance [get] |
InvItem | SelectedItem [get] |
InvInstance | HighlightInstance [get] |
List< InvItem > | localItems [get] |
InvCollection[] | CraftingInvCollections [get] |
InvCollection | PlayerInvCollection [get] |
InvItem | hoverItem [get] |
InvInstance | HoverInstance [get] |
InvInstance | LastSelectedInstance [get] |
InvInstance | LastClickedInstance [get, set] |
InvItem | LastClickedItem [get] |
InvItem | LastSelectedItem [get] |
bool | ShowHoverLabel [get] |
This component is where inventory items (see InvItem) are stored at runtime. When the player aquires an item, it is transferred here (into _localItems) from the InventoryManager asset. It should be placed on the PersistentEngine prefab.
void AC.RuntimeInventory.Add | ( | int | itemID, |
int | amount = 1 , |
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bool | selectAfter = false , |
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int | playerID = -1 , |
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bool | addToFront = false |
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) |
Adds an inventory item to the player's inventory.
itemID | The ID of the inventory item to add |
amount | The number of instances of the item to add |
selectAfter | If True, then the inventory item will be automatically selected |
playerID | The ID number of the Player to receive the item, if multiple Player prefabs are supported. If playerID = -1, the current player will receive the item |
addToFront | If True, the new item will be added to the front of the inventory |
void AC.RuntimeInventory.Add | ( | InvInstance | newInstance, |
bool | selectAfter = false , |
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int | playerID = -1 , |
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bool | addToFront = false |
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Adds an inventory item to the player's inventory.
newInstance | The instance of the inventory item to add |
selectAfter | If True, then the inventory item will be automatically selected |
playerID | The ID number of the Player to receive the item, if multiple Player prefabs are supported. If playerID = -1, the current player will receive the item |
addToFront | If True, the new item will be added to the front of the inventory |
void AC.RuntimeInventory.AssignPlayerInventory | ( | InvCollection | invCollection | ) |
Assign's the player's current inventory in bulk
newInventory | A list of the InvInstance classes that make up the new inventory |
Recipe AC.RuntimeInventory.CalculateRecipe | ( | InvCollection | ingredientsInvCollection | ) |
Works out which Recipe, if any, for which all ingredients have been correctly arranged.
ingredientsInvCollection | The InvCollection to get ingredients from |
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Checks if an item can be transferred from a Container to the current Player's inventory
container | The Container to transfer from |
invInstance | The inventory item to to transfer |
void AC.RuntimeInventory.ClearHoverItem | ( | ) |
Clears the item being hovered
void AC.RuntimeInventory.DrawHighlighted | ( | Rect | _rect | ) |
Draws the currently-highlight item across a set region of the screen.
_rect | The Screen-Space co-ordinates at which to draw the highlight item |
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Draws how much of the selected item are selected, if greater than one. This should be called within an OnGUI function.
int AC.RuntimeInventory.GetCount | ( | int | _invID | ) |
Gets the amount of a particular inventory item within the player's inventory.
_invID | The ID number of the inventory item (InvItem) in question |
int AC.RuntimeInventory.GetCount | ( | int | _invID, |
int | _playerID | ||
) |
Gets the amount of a particular inventory item within any player's inventory, if multiple Player prefabs are supported.
_invID | The ID number of the inventory item (InvItem) in question |
playerID | The ID number of the Player to refer to |
int AC.RuntimeInventory.GetCountFromAllPlayers | ( | int | _invID | ) |
Gets the amount of a particular inventory item within all player inventories, if multiple Player prefabs are supported.
_invID | The ID number of the inventory item (InvItem) in question |
playerID | The ID number of the Player to refer to |
InvCollection AC.RuntimeInventory.GetIngredientsInvCollection | ( | string | menuName, |
string | craftingElementName | ||
) |
Gets an InvCollection of ingredients associated with a given MenuCrafting element
menuName | The title of the Menu that contains the MenuCrafting element |
craftingElementName | The title of the "Ingredients" MenuCrafting element |
InvInstance AC.RuntimeInventory.GetInstance | ( | int | _id | ) |
Gets an inventory item instance within the player's current inventory.
_id | The ID number of the inventory item |
InvInstance AC.RuntimeInventory.GetInstance | ( | string | _name | ) |
Gets the first-found instance of an inventory item within the player's current inventory.
_name | The name of the InvItem to find |
InvInstance [] AC.RuntimeInventory.GetInstances | ( | int | _id | ) |
Gets all instances of an inventory item within the player's current inventory.
_id | The ID number of the InvItem to find |
InvInstance [] AC.RuntimeInventory.GetInstances | ( | string | _name | ) |
Gets all instances of an inventory item within the player's current inventory.
_name | The name of the InvItem to find |
InvItem AC.RuntimeInventory.GetItem | ( | int | _id | ) |
Gets an inventory item within the player's current inventory.
_id | The ID number of the inventory item |
InvItem AC.RuntimeInventory.GetItem | ( | string | _name | ) |
Gets the first-found inventory item within the player's current inventory.
_name | The name of the InvItem to find |
int AC.RuntimeInventory.GetNumberOfItemsCarried | ( | bool | includeMultipleInSameSlot = false | ) |
int AC.RuntimeInventory.GetNumberOfItemsCarried | ( | int | _playerID, |
bool | includeMultipleInSameSlot = false |
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) |
Gets the total number of inventory items currently held by a given Player, if multiple Players are supported.
playerID | The ID number of the Player to refer to |
includeMultipleInSameSlot | If True, then multiple items in the same slot will be counted separately |
int AC.RuntimeInventory.GetNumberOfItemsCarriedByAllPlayers | ( | bool | includeMultipleInSameSlot = false | ) |
Gets the total number of inventory items currently held by all Players, if multiple Players are supported.
includeMultipleInSameSlot | If True, then multiple items in the same slot will be counted separately |
int AC.RuntimeInventory.GetNumberOfItemsCarriedInCategory | ( | int | categoryID, |
bool | includeMultipleInSameSlot = false |
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int AC.RuntimeInventory.GetNumberOfItemsCarriedInCategory | ( | int | categoryID, |
int | _playerID, | ||
bool | includeMultipleInSameSlot = false |
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) |
Gets the total number of inventory items currently held by a given Player, if multiple Players are supported.
categoryID | If >=0, then only items placed in the category with that ID will be counted |
playerID | The ID number of the Player to refer to |
int AC.RuntimeInventory.GetNumberOfItemsCarriedInCategoryByAllPlayers | ( | int | categoryID, |
bool | includeMultipleInSameSlot = false |
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) |
Gets the total number of inventory items currently held by all Players, if multiple Players are supported.
categoryID | If >=0, then only items placed in the category with that ID will be counted |
void AC.RuntimeInventory.HighlightItem | ( | int | _id, |
HighlightType | _type | ||
) |
Highlights an inventory item.
_id | The ID number of the inventory item to highlight |
_type | The type of highlighting effect to perform (Enable, Disable, PulseOnce, PulseContinuously) |
void AC.RuntimeInventory.HighlightItem | ( | InvInstance | invInstance, |
HighlightType | _type | ||
) |
Highlights an inventory item instance.
invInstance | The inventory item instance to highlight |
_type | The type of highlighting effect to perform (Enable, Disable, PulseOnce, PulseContinuously) |
void AC.RuntimeInventory.HighlightItemOffInstant | ( | ) |
Removes all highlighting from the inventory item curently being highlighted.
void AC.RuntimeInventory.HighlightItemOnInstant | ( | int | _id | ) |
Fully highlights an inventory item instantly.
_id | The ID number of the inventory item (see InvItem) to highlight |
bool AC.RuntimeInventory.IsCarryingItem | ( | int | itemID | ) |
Checks if an inventory item is within the player's current inventory.
itemID | The ID number of the inventory item |
bool AC.RuntimeInventory.IsCarryingItem | ( | InvItem | invItem | ) |
Checks if an inventory item is within the player's current inventory.
invItem | The inventory item |
void AC.RuntimeInventory.OnInitPersistentEngine | ( | ) |
Transfers any relevant data from InventoryManager when the game begins or restarts.
void AC.RuntimeInventory.PerformCrafting | ( | InvCollection | ingredientsInvCollection, |
Recipe | recipe, | ||
bool | selectAfter | ||
) |
Crafts a new inventory item, and removes the relevent ingredients, according to a Recipe.
ingredientsInvCollection | The InvCollection to get ingredients from |
recipe | The Recipe to perform |
selectAfter | If True, then the resulting inventory item will be selected once the crafting is complete |
InvInstance AC.RuntimeInventory.PerformCrafting | ( | InvCollection | ingredientsInvCollection, |
Recipe | recipe, | ||
InvCollection | toInvCollection = null |
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) |
Crafts a new inventory item, and removes the relevent ingredients, according to a Recipe.
ingredientsInvCollection | The InvCollection to get ingredients from |
recipe | The Recipe to perform |
toInvCollection | If assigned, the InvCollection to place the newly-created Recipe item into |
bool AC.RuntimeInventory.ProcessInventoryBoxClick | ( | AC.Menu | _menu, |
MenuInventoryBox | inventoryBox, | ||
int | _slot, | ||
MouseState | _mouseState | ||
) |
Processes the clicking of an inventory item within a MenuInventoryBox element
_menu | The Menu that contains the MenuInventoryBox element |
inventoryBox | The MenuInventoryBox element that was clicked on |
_slot | The index number of the MenuInventoryBox slot that was clicked on |
_mouseState | The state of the mouse when the click occured (Normal, SingleClick, RightClick, DoubleClick, HeldDown, LetGo) |
void AC.RuntimeInventory.Remove | ( | int | _id | ) |
Removes an inventory item from the player's inventory. If multiple instances of the item can be held, all instances will be removed.
_id | The ID number of the inventory item (InvItem) to remove |
void AC.RuntimeInventory.Remove | ( | int | _id, |
int | amount | ||
) |
void AC.RuntimeInventory.Remove | ( | string | _name, |
int | amount = 0 |
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) |
Removes an inventory item from the player's inventory.
_name | The name of the item to remove |
amount | If >0, then only that quantity will be removed, if the item's canCarryMultiple property is True. Otherwise, all instances will be removed |
void AC.RuntimeInventory.RemoveAll | ( | ) |
Removes all items from the player's inventory
void AC.RuntimeInventory.RemoveFromOtherPlayer | ( | int | itemID, |
int | amount, | ||
int | playerID | ||
) |
Removes some instances of an inventory item from a player's inventory.
void AC.RuntimeInventory.RemoveFromOtherPlayer | ( | int | itemID, |
int | playerID | ||
) |
Removes an inventory item from a player's inventory. If multiple instances of the item can be held, all instances will be removed.
itemID | The ID number of the inventory item (InvItem) to remove |
playerID | The ID number of the player to affect, if player-switching is enabled |
void AC.RuntimeInventory.RemoveRecipe | ( | string | menuName, |
string | craftingIngredientsName | ||
) |
Resets the inventory associated with a specific Crafting Ingredients element
menuName | The name of the Menu |
craftingIngredientsName | The name of the Crafting menu element of type Ingredients |
void AC.RuntimeInventory.RemoveRecipes | ( | ) |
Resets all active recipes, and clears all MenuCrafting elements
void AC.RuntimeInventory.Replace | ( | int | _addID, |
int | _removeID, | ||
int | addAmount = 1 |
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) |
Replaces one inventory item carried by the player with another, retaining its position in its MenuInventoryBox element.
void AC.RuntimeInventory.ReselectLastItem | ( | ) |
Re-selects the last-selected inventory item, if available.
void AC.RuntimeInventory.SelectItem | ( | InvInstance | invInstance, |
SelectItemMode | _mode = SelectItemMode.Use |
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) |
Selects an inventory item (InvItem)
invInstance | The instance of the inventory item to select |
_mode | What mode the item is selected in (Use, Give) |
void AC.RuntimeInventory.SelectItemByID | ( | int | _id, |
SelectItemMode | _mode = SelectItemMode.Use , |
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bool | ignoreInventory = false |
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) |
Selects an inventory item (InvItem) by referencing its ID number.
_id | The inventory item's ID number |
_mode | What mode the item is selected in (Use, Give) |
void AC.RuntimeInventory.SetHoverItem | ( | InvInstance | invInstance, |
MenuCrafting | menuCrafting | ||
) |
Sets the item currently being hovered over by the mouse cursor.
invInstance | The instance of the item to set |
menuCrafting | The MenuInventoryBox that the item is displayed within |
void AC.RuntimeInventory.SetHoverItem | ( | InvInstance | invInstance, |
MenuInventoryBox | menuInventoryBox | ||
) |
Sets the item currently being hovered over by the mouse cursor.
invInstance | The instance of the item to set |
menuInventoryBox | The MenuInventoryBox that the item is displayed within |
void AC.RuntimeInventory.SetNull | ( | ) |
De-selects the active inventory item.
void AC.RuntimeInventory.ShowInteractions | ( | InvInstance | invInstance | ) |
Sets up all "Interaction" menus according to a specific inventory item.
invInstance | The relevant inventory item instance |
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The InvCollections that holds the current set of items to be crafted
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The inventory item that is currently being highlighted within an MenuInventoryBox element
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The instance of the inventory item that is currently being hovered over
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The inventory item that is currently being hovered over
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The instance of the last inventory item that the player clicked on, in any MenuInventoryBox element type
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The last inventory item that the player clicked on, in any MenuInventoryBox element type
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The instance of the last inventory item to be selected. This will return the currently-selected item if one exists
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The last inventory item to be selected. This will return the currently-selected item if one exists
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A List of inventory items carried by the player. This is calculated from LocalInstances and should not be called every frame
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The InvCollection that holds the current set of items in the Player::s inventory
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The instance inventory item that is currently selected
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The inventory item that is currently selected
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If True, then the Hotspot label will show the name of the inventory item that the mouse is hovering over