Adventure Creator
1.79.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
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This is the complete list of members for AC.SaveSystem, including all inherited members.
_loadingGame (defined in AC.SaveSystem) | AC.SaveSystem | protected |
AssignItemsToPlayer(InvCollection invCollection, int _playerID) | AC.SaveSystem | |
AssignObjectivesToPlayer(string dataString, int _playerID) (defined in AC.SaveSystem) | AC.SaveSystem | |
AssignPlayerData(Player player) | AC.SaveSystem | |
AssignVariables(string runtimeVariablesData, bool fromOptions=false) | AC.SaveSystem | static |
AutosaveLabel (defined in AC.SaveSystem) | AC.SaveSystem | static |
ClearAllData() | AC.SaveSystem | |
colon (defined in AC.SaveSystem) | AC.SaveSystem | static |
ContinueGame() | AC.SaveSystem | static |
CreateVariablesData(List< GVar > vars, bool isOptionsData, VariableLocation location) | AC.SaveSystem | static |
CurrentPlayerID (defined in AC.SaveSystem) | AC.SaveSystem | |
DeleteProfile(int profileIndex=-2, bool includeActive=true) | AC.SaveSystem | |
DeleteProfileID(int profileID) | AC.SaveSystem | |
DeleteSave(int saveID) | AC.SaveSystem | static |
DeleteSave(int elementSlot, int saveID, bool useSaveID) | AC.SaveSystem | |
DoesImportExist(int saveID) | AC.SaveSystem | static |
DoesSaveExist(int elementSlot, int saveID, bool useSaveID) | AC.SaveSystem | static |
DoesSaveExist(int saveID) | AC.SaveSystem | static |
DoImportCheck(string fileData, int boolID) | AC.SaveSystem | |
ExtractMainData(string saveFileContents) | AC.SaveSystem | static |
ExtractSaveFileVariables(SaveFile saveFile, System.Action< List< GVar >> callback) | AC.SaveSystem | static |
ExtractSceneData(string saveFileContents) | AC.SaveSystem | static |
FileFormatHandler | AC.SaveSystem | static |
foundImportFiles | AC.SaveSystem | |
foundSaveFiles | AC.SaveSystem | |
GatherImportFiles(string projectName, string filePrefix, int boolID) | AC.SaveSystem | |
GatherSaveFiles() | AC.SaveSystem | |
GenerateSaveSuffix(int saveID, int profileID=-1) | AC.SaveSystem | static |
GetDivider(string saveFileContents) (defined in AC.SaveSystem) | AC.SaveSystem | protectedstatic |
GetImportSlotLabel(int elementSlot, int saveID, bool useSaveID) | AC.SaveSystem | static |
GetImportSlotScreenshot(int elementSlot, int saveID, bool useSaveID) | AC.SaveSystem | static |
GetItemsFromPlayer(int _playerID) | AC.SaveSystem | |
GetNumImportSlots() | AC.SaveSystem | static |
GetNumSaves(bool includeAutoSaves=true) | AC.SaveSystem | |
GetNumSlots() | AC.SaveSystem | static |
GetPlayerData(int playerID) | AC.SaveSystem | |
GetPlayerSceneIndex(int ID) | AC.SaveSystem | |
GetPlayerSceneName(int ID) | AC.SaveSystem | |
GetSaveExtension() | AC.SaveSystem | static |
GetSaveFile(int saveID) | AC.SaveSystem | |
GetSaveSlotLabel(int elementSlot, int saveID, bool useSaveID) | AC.SaveSystem | static |
GetSaveSlotScreenshot(int elementSlot, int saveID, bool useSaveID) | AC.SaveSystem | static |
GetScreenshot(int elementSlot, int saveID, bool useSaveID, SaveFile[] saveFiles) | AC.SaveSystem | |
GetScreenshotTexture() (defined in AC.SaveSystem) | AC.SaveSystem | protectedvirtual |
GetSlotLabel(int elementSlot, int saveID, bool useSaveID, SaveFile[] saveFiles) | AC.SaveSystem | |
ImportGame(int elementSlot, int saveID, bool useSaveID) | AC.SaveSystem | static |
ImportLabel (defined in AC.SaveSystem) | AC.SaveSystem | static |
InitAfterLoad(int saveID=-1) (defined in AC.SaveSystem) | AC.SaveSystem | |
IsTakingSaveScreenshot | AC.SaveSystem | |
LoadAutoSave() | AC.SaveSystem | static |
LoadGame(int saveID) | AC.SaveSystem | static |
LoadGame(SaveFile saveFile) | AC.SaveSystem | static |
LoadGame(int elementSlot, int saveID, bool useSaveID) | AC.SaveSystem | static |
loadingGame | AC.SaveSystem | |
mainDataDivider (defined in AC.SaveSystem) | AC.SaveSystem | static |
mainDataDivider_Replacement (defined in AC.SaveSystem) | AC.SaveSystem | static |
MoveInactivePlayer(int ID, int newSceneIndex, TeleportPlayerStartMethod teleportPlayerStartMethod, int newPlayerStartConstantID=0, System.Action onComplete=null) | AC.SaveSystem | |
MoveInactivePlayer(int ID, string newSceneNamex, TeleportPlayerStartMethod teleportPlayerStartMethod, int newPlayerStartConstantID=0, System.Action onComplete=null) | AC.SaveSystem | |
MoveInactivePlayerToCurrentScene(int ID, TeleportPlayerStartMethod teleportPlayerStartMethod, PlayerStart newPlayerStart=null, System.Action onComplete=null) | AC.SaveSystem | |
OnAddSubScene(SubScene subScene) (defined in AC.SaveSystem) | AC.SaveSystem | protected |
OnCompleteSaveOperation(SaveFile saveFile, bool wasSuccesful, SaveOperation saveOperation) (defined in AC.SaveSystem) | AC.SaveSystem | |
OnDisable() (defined in AC.SaveSystem) | AC.SaveSystem | protected |
OnEnable() (defined in AC.SaveSystem) | AC.SaveSystem | protected |
OptionsFileFormatHandler | AC.SaveSystem | static |
PersistentDataPath (defined in AC.SaveSystem) | AC.SaveSystem | static |
pipe (defined in AC.SaveSystem) | AC.SaveSystem | static |
ReceiveDataToImport(SaveFile saveFile, string fileData) | AC.SaveSystem | |
ReceiveDataToLoad(SaveFile saveFile, string fileData) | AC.SaveSystem | |
RenameSave(string newLabel, int saveIndex) | AC.SaveSystem | |
RenameSaveByID(string newLabel, int saveID) | AC.SaveSystem | |
SaveAutoSave() | AC.SaveSystem | static |
SaveCurrentPlayerData() | AC.SaveSystem | |
SaveFileHandler | AC.SaveSystem | static |
SaveGame(int saveID, bool overwriteLabel=true, string newLabel="") | AC.SaveSystem | static |
SaveGame(int elementSlot, int saveID, bool useSaveID, bool overwriteLabel=true, string newLabel="") | AC.SaveSystem | static |
SaveLabel (defined in AC.SaveSystem) | AC.SaveSystem | static |
SaveNewGame(bool overwriteLabel=true, string newLabel="") | AC.SaveSystem | static |
SaveNonPlayerData(bool stopFollowCommands) (defined in AC.SaveSystem) | AC.SaveSystem | |
ScreenshotHeight | AC.SaveSystem | |
ScreenshotWidth | AC.SaveSystem | |
SetInitialPlayerID() (defined in AC.SaveSystem) | AC.SaveSystem | |
SetSelectiveLoadOptions(SelectiveLoad selectiveLoad) | AC.SaveSystem | |
SpawnAllPlayers() (defined in AC.SaveSystem) | AC.SaveSystem | |
SpawnFollowingPlayers() (defined in AC.SaveSystem) | AC.SaveSystem | |
SwitchToPlayerInDifferentScene(int playerID, int sceneIndex, bool doOverlay) | AC.SaveSystem | |
SwitchToPlayerInDifferentScene(int playerID, string sceneName, bool doOverlay) | AC.SaveSystem | |
UnloadVariablesData(string data, bool updateExistingVars, List< GVar > existingVars, bool fromOptions=false) | AC.SaveSystem | static |