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.SceneChanger, including all inherited members.
ActivateLoadedScene() | AC.SceneChanger | |
AddSubScene(int subSceneIndex) | AC.SceneChanger | |
AddSubScene(string subSceneName) | AC.SceneChanger | |
buildScenes (defined in AC.SceneChanger) | AC.SceneChanger | protected |
ChangeScene(int nextSceneIndex, bool saveRoomData, bool forceReload=false, bool doOverlay=false) | AC.SceneChanger | |
ChangeScene(string nextSceneName, bool saveRoomData, bool forceReload=false, bool doOverlay=false) | AC.SceneChanger | |
CloseScene(int sceneIndex) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
CloseScene(string sceneName) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
completeSceneActivation (defined in AC.SceneChanger) | AC.SceneChanger | protected |
CurrentScene | AC.SceneChanger | static |
CurrentSceneIndex | AC.SceneChanger | static |
CurrentSceneName | AC.SceneChanger | static |
DrawStatus() | AC.SceneChanger | |
ExternalCallback() (defined in AC.SceneChanger) | AC.SceneChanger | protected |
GetAndResetTransitionTexture() | AC.SceneChanger | |
GetLoadingProgress() | AC.SceneChanger | |
GetPreviousSceneIndex(bool forPlayer=false) | AC.SceneChanger | |
GetPreviousSceneName(bool forPlayer=false) | AC.SceneChanger | |
GetSceneInfo(int sceneIndex) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
GetSceneInfo(string sceneName, bool requireInBuildSettings=false) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
GetStartPosition(Vector3 playerStartPosition) | AC.SceneChanger | virtual |
GetSubScene(int sceneIndex) | AC.SceneChanger | |
GetSubScene(string sceneName) | AC.SceneChanger | |
IndexToName(int sceneIndex) (defined in AC.SceneChanger) | AC.SceneChanger | |
isAwaitingExternalCallback (defined in AC.SceneChanger) | AC.SceneChanger | protected |
isLoading (defined in AC.SceneChanger) | AC.SceneChanger | protected |
IsLoading() | AC.SceneChanger | |
loadingProgress (defined in AC.SceneChanger) | AC.SceneChanger | protected |
LoadLevel(int nextSceneIndex, bool useLoadingScreen, bool useAsyncLoading, bool forceReload, bool doOverlay) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
LoadLevel(string nextSceneName, bool useLoadingScreen, bool useAsyncLoading, bool forceReload, bool doOverlay) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
LoadLevelAsync(int nextSceneIndex, bool doOverlay) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
LoadLevelAsync(string nextSceneName, bool doOverlay) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
LoadLevelAsync(bool isPreloadScene, SceneInfo nextSceneInfo, bool doOverlay) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
LoadLevelCo(int nextSceneIndex, bool forceReload, bool doOverlay) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
LoadLevelCo(string nextSceneName, bool forceReload, bool doOverlay) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
LoadLevelCo(SceneInfo nextSceneInfo, bool forceReload, bool doOverlay) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
LoadLoadingScreen(int nextSceneIndex, int loadingSceneIndex, bool loadAsynchronously, bool doOverlay) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
LoadLoadingScreen(string nextSceneName, string loadingSceneName, bool loadAsynchronously, bool doOverlay) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
LoadLoadingScreen(SceneInfo loadingSceneInfo, SceneInfo nextSceneInfo, bool loadAsynchronously, bool doOverlay) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
LoadMainData(MainData mainData) | AC.SceneChanger | |
LoadPlayerData(PlayerData playerData, bool loadSubScenes=true) | AC.SceneChanger | |
NameToIndex(string sceneName) (defined in AC.SceneChanger) | AC.SceneChanger | |
OnActiveSceneChanged(Scene oldScene, Scene newScene) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
OnAfterChangeScene(LoadingGame loadingGame) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
OnDisable() (defined in AC.SceneChanger) | AC.SceneChanger | protected |
OnEnable() (defined in AC.SceneChanger) | AC.SceneChanger | protected |
OnInitialiseScene() (defined in AC.SceneChanger) | AC.SceneChanger | |
OnInitPersistentEngine() (defined in AC.SceneChanger) | AC.SceneChanger | |
PopulateBuildSceneData() | AC.SceneChanger | virtual |
preloadAsync (defined in AC.SceneChanger) | AC.SceneChanger | protected |
PreloadLevelAsync(int nextSceneIndex) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
PreloadLevelAsync(string nextSceneName) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
PreloadLevelAsync(SceneInfo nextSceneInfo) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
PreloadScene(int nextSceneIndex) | AC.SceneChanger | |
PreloadScene(string nextSceneName) | AC.SceneChanger | |
preloadSceneIndex (defined in AC.SceneChanger) | AC.SceneChanger | protected |
preloadSceneName (defined in AC.SceneChanger) | AC.SceneChanger | protected |
PrepareSceneForExit() | AC.SceneChanger | |
PrepareSceneForExit(bool isInstant, bool saveRoomData, bool doOverlay) (defined in AC.SceneChanger) | AC.SceneChanger | protectedvirtual |
previousGlobalSceneIndex (defined in AC.SceneChanger) | AC.SceneChanger | protected |
previousGlobalSceneName (defined in AC.SceneChanger) | AC.SceneChanger | protected |
PreviousSceneIndex | AC.SceneChanger | |
PreviousSceneName | AC.SceneChanger | |
RegisterSubScene(SubScene subScene) | AC.SceneChanger | |
relativePosition (defined in AC.SceneChanger) | AC.SceneChanger | protected |
RemoveScene(int sceneIndex) | AC.SceneChanger | |
RemoveScene(string sceneName) | AC.SceneChanger | |
ResetCurrentScene() | AC.SceneChanger | |
SaveMainData(MainData mainData) | AC.SceneChanger | |
SavePlayerData(PlayerData playerData) | AC.SceneChanger | |
ScheduleForDeletion(GameObject _gameObject) | AC.SceneChanger | |
ScheduleForDeletionCoroutine(GameObject _gameObject) (defined in AC.SceneChanger) | AC.SceneChanger | protected |
SetRelativePosition(Marker marker) | AC.SceneChanger | |
SetTransitionTexture(Texture2D _texture) | AC.SceneChanger | |
simulatedCursorPositionOnExit (defined in AC.SceneChanger) | AC.SceneChanger | protected |
subScenes (defined in AC.SceneChanger) | AC.SceneChanger | protected |
SubScenes | AC.SceneChanger | |
SubScenesAreOpen() (defined in AC.SceneChanger) | AC.SceneChanger | |
textureOnTransition (defined in AC.SceneChanger) | AC.SceneChanger | protected |
UnregisterSubScene(SubScene subScene) (defined in AC.SceneChanger) | AC.SceneChanger |