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 | ShowGUI () |
bool | PlayerCanReverse () |
Checks if the movement settings are such that the player character is able to reverse More... | |
bool | IsFirstPersonDragRotation () |
Checks if the game is in first-person, on touch screen, and dragging affects only the camera rotation. More... | |
bool | IsFirstPersonDragComplex () |
Checks if the game is in first-person, on touch screen, and dragging one finger affects camera rotation, and two fingers affects player movement. More... | |
bool | IsFirstPersonDragMovement () |
Checks if the game is in first-person, on touch screen, and dragging affects player movement and camera rotation. More... | |
int | GetDefaultPlayerID () |
Gets the ID number of the default Player prefab. More... | |
PlayerPrefab | GetPlayerPrefab (int ID) |
Gets a PlayerPrefab class with a given ID number, if player-switching is allowed. Otherwise, returns the only PlayerPrefab that can be set More... | |
int | GetEmptyPlayerID () |
Gets the ID number of the first-assigned Player prefab. More... | |
Player | GetDefaultPlayer (bool showError=true) |
Gets the default Player prefab. More... | |
Player[] | GetAllPlayerPrefabs () |
Gets an array of all defined Player prefabs. More... | |
Player[] | GetAllPlayerInstances () |
Gets an array of all scene instances of the defined Player prefabs More... | |
void | SetDefaultPlayer (Player defaultPlayer) |
Sets the default Player prefab More... | |
bool | CanClickOffInteractionMenu () |
Checks if the player can click off Interaction menus to disable them. More... | |
bool | MouseOverForInteractionMenu () |
Checks if the player brings up the Interaction Menu by hovering the mouse over a Hotspot. More... | |
SelectInteractions | SelectInteractionMethod () |
Gets the method of selecting Interactions, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction. More... | |
bool | ShowHoverInteractionInHotspotLabel () |
Checks if the interaction method is ChooseInteractionThenHotspot, and if the Hotspot label should change when hovering over an Interaction icon. More... | |
bool | IsInLoadingScene () |
Checks if the game is currently in a "loading" scene. More... | |
bool | IsInFirstPerson () |
Checks if the game is played in first-person. More... | |
bool | CanGiveItems () |
Checks if the player is able to "give" inventory items to NPCs. More... | |
bool | CanSelectItems (bool showError) |
Checks if inventory items can be selected and then used on Hotspots or other items. More... | |
bool | CanDragCursor () |
Checks if the cursor can be dragged on a touch-screen. More... | |
bool | ReleaseClickInteractions () |
Checks if Interactions are triggered by "clicking up" over a MenuInteraction element. More... | |
float | GetDestinationThreshold (float offset=0.1f) |
Gets the minimum distance that a character can be to its target to be considered "close enough". More... | |
Public Attributes | |
bool | separateEditorSaveFiles = false |
string | saveFileName = "" |
SaveTimeDisplay | saveTimeDisplay = SaveTimeDisplay.DateOnly |
string | customSaveFormat = "MMMM dd, yyyy" |
SaveScreenshots | saveScreenshots = SaveScreenshots.Never |
float | screenshotResolutionFactor = 1f |
bool | useProfiles = false |
int | maxSaves = 5 |
bool | orderSavesByUpdateTime = false |
bool | reloadSceneWhenLoading = false |
bool | saveWithThreading = false |
bool | saveAssetReferencesWithAddressables = false |
SaveLabels | saveLabels = new SaveLabels () |
ChooseSceneBy | referenceScenesInSave = ChooseSceneBy.Number |
List< InvVar > | sceneAttributes = new List<InvVar>() |
ActionListAsset | actionListOnStart |
bool | blackOutWhenSkipping = false |
bool | savePlayerReferencesWithAddressables = false |
PlayerSwitching | playerSwitching = PlayerSwitching.DoNotAllow |
List< PlayerPrefab > | players = new List<PlayerPrefab>() |
MovementMethod | movementMethod = MovementMethod.PointAndClick |
InputMethod | inputMethod = InputMethod.MouseAndKeyboard |
float | simulatedCursorMoveSpeed = 4f |
AC_InteractionMethod | interactionMethod = AC_InteractionMethod.ContextSensitive |
SelectInteractions | selectInteractions = SelectInteractions.ClickingMenu |
bool | autoHideInteractionIcons = true |
CancelInteractions | cancelInteractions = CancelInteractions.CursorLeavesMenuOrHotspot |
SeeInteractions | seeInteractions = SeeInteractions.ClickOnHotspot |
bool | closeInteractionMenuIfTapHotspot = true |
bool | stopPlayerOnClickHotspot = false |
bool | cycleInventoryCursors = true |
bool | scaleCursorSpeedWithScreen = true |
bool | autoCycleWhenInteract = false |
bool | showHoverInteractionInHotspotLabel = false |
bool | allowDefaultinteractions = false |
bool | alwaysCloseInteractionMenus = true |
WhenReselectHotspot | whenReselectHotspot = WhenReselectHotspot.RestoreHotspotIcon |
bool | lockCursorOnStart = false |
bool | hideLockedCursor = false |
bool | disableFreeAimWhenDragging = false |
bool | disableFreeAimWhenDraggingPickUp = false |
bool | runConversationsWithKeys = false |
bool | clickUpInteractions = false |
bool | defaultMouseClicks = true |
bool | allowGameplayDuringConversations = false |
bool | walkToHotspotMarkers = true |
float | dragThreshold = 0f |
bool | shareInventory = false |
bool | inventoryDragDrop = false |
bool | allowInventoryInteractionsDuringConversations = false |
bool | inventoryDropLook = false |
bool | inventoryDropLookNoDrag = false |
InventoryInteractions | inventoryInteractions = InventoryInteractions.Single |
bool | inventoryDisableLeft = true |
bool | allowDefaultInventoryInteractions = false |
bool | inventoryDisableUnhandled = true |
bool | inventoryDisableDefined = true |
bool | inventoryInteractionsHaltPlayer = false |
bool | activeWhenHover = false |
InventoryActiveEffect | inventoryActiveEffect = InventoryActiveEffect.Simple |
float | inventoryPulseSpeed = 1f |
bool | activeWhenUnhandled = true |
bool | canReorderItems = false |
SelectInventoryDisplay | selectInventoryDisplay = SelectInventoryDisplay.NoChange |
RightClickInventory | rightClickInventory = RightClickInventory.DeselectsItem |
bool | reverseInventoryCombinations = false |
bool | canMoveWhenActive = true |
bool | selectInvWithUnhandled = false |
int | selectInvWithIconID = 0 |
bool | giveInvWithUnhandled = false |
int | giveInvWithIconID = 0 |
bool | autoDisableUnhandledHotspots = false |
Transform | clickPrefab |
ClickMarkerPosition | clickMarkerPosition = ClickMarkerPosition.ColliderContactPoint |
float | walkableClickRange = 0.5f |
NavMeshSearchDirection | navMeshSearchDirection = NavMeshSearchDirection.RadiallyOutwardsFromCursor |
bool | ignoreOffScreenNavMesh = true |
DoubleClickMovement | doubleClickMovement = DoubleClickMovement.MakesPlayerRun |
bool | magnitudeAffectsDirect = false |
bool | directTurnsInstantly = false |
bool | stopTurningWhenReleaseInput = false |
bool | disableMovementWhenInterationMenusAreOpen = false |
DirectMovementType | directMovementType = DirectMovementType.RelativeToCamera |
LimitDirectMovement | limitDirectMovement = LimitDirectMovement.NoLimit |
float | cameraLockSnapAngleThreshold = 5f |
bool | directMovementPerspective = false |
float | destinationAccuracy = 0.8f |
bool | experimentalAccuracy = false |
bool | unityUIClicksAlwaysBlocks = false |
float | pathfindUpdateFrequency = 0f |
float | verticalReductionFactor = 0.7f |
bool | rotationsAffectedByVerticalReduction = true |
bool | alwaysPathfindInSpriteDirection = false |
float | jumpSpeed = 4f |
bool | singleTapStraight = false |
bool | singleTapStraightPathfind = false |
float | clickHoldSeparationStraight = 0.3f |
bool | useFPCamDuringConversations = true |
bool | onlyInteractWhenCursorUnlocked = false |
float | freeAimSmoothSpeed = 50f |
bool | firstPersonMovementSmoothing = true |
bool | assumeInputsDefined = false |
List< ActiveInput > | activeInputs = new List<ActiveInput>() |
float | freeAimTouchSpeed = 0.01f |
float | dragWalkThreshold = 5f |
float | dragRunThreshold = 20f |
bool | drawDragLine = false |
float | dragLineWidth = 3f |
Color | dragLineColor = Color.white |
bool | offsetTouchCursor = false |
TouchScreenHotspotInput | touchScreenHotspotInput = TouchScreenHotspotInput.TouchTwice |
FirstPersonTouchScreen | firstPersonTouchScreen = FirstPersonTouchScreen.OneTouchToMoveAndTurn |
DirectTouchScreen | directTouchScreen = DirectTouchScreen.DragBased |
bool | touchUpWhenPaused = false |
bool | touchUpInteractScene = false |
AspectRatioEnforcement | aspectRatioEnforcement = AspectRatioEnforcement.NoneEnforced |
float | wantedAspectRatio = 1.5f |
float | maxAspectRatio = 2.39f |
bool | renderBorderCamera = true |
bool | landscapeModeOnly = true |
CameraPerspective | cameraPerspective = CameraPerspective.ThreeD |
bool | cacheCameraMain = false |
bool | linearColorTextures = false |
MovingTurning | movingTurning = MovingTurning.Unity2D |
HotspotDetection | hotspotDetection = HotspotDetection.MouseOver |
bool | closeInteractionMenusIfPlayerLeavesVicinity = false |
bool | placeDistantHotspotsOnSeparateLayer = true |
HotspotsInVicinity | hotspotsInVicinity = HotspotsInVicinity.NearestOnly |
bool | highlightAllHotspotsInVicinity = true |
HotspotIconDisplay | hotspotIconDisplay = HotspotIconDisplay.Never |
HotspotIcon | hotspotIcon |
Texture2D | hotspotIconTexture = null |
CursorIconBase | hotspotIconGraphic = new CursorIcon () |
string | highlightMaterialPropertyOverride = "" |
float | hotspotIconSize = 0.04f |
bool | playerFacesHotspots = false |
bool | onlyFaceHotspotOnSelect = false |
bool | scaleHighlightWithMouseProximity = false |
float | highlightProximityFactor = 4f |
bool | occludeIcons = false |
bool | hideIconUnderInteractionMenu = false |
ScreenWorld | hotspotDrawing = ScreenWorld.ScreenSpace |
bool | hideUnhandledHotspots = false |
bool | selectLowestOverlappingHotspot = false |
float | navMeshRaycastLength = 100f |
float | hotspotRaycastLength = 100f |
float | moveableRaycastLength = 30f |
string | hotspotLayer = "Default" |
string | distantHotspotLayer = "DistantHotspot" |
string | navMeshLayer = "NavMesh" |
string | backgroundImageLayer = "BackgroundImage" |
string | deactivatedLayer = "Ignore Raycast" |
bool | useLoadingScreen = false |
bool | manualSceneActivation = false |
ChooseSceneBy | loadingSceneIs = ChooseSceneBy.Number |
bool | loadScenesFromAddressable = false |
string | loadingSceneName = "" |
int | loadingScene = 0 |
bool | useAsyncLoading = false |
float | loadingDelay = 0f |
bool | blackOutWhenInitialising = true |
bool | spawnPersistentEnginePrefab = true |
bool | autoCallUnloadUnusedAssets = true |
bool | playMusicWhilePaused = false |
bool | playAmbienceWhilePaused = false |
List< MusicStorage > | musicStorages = new List<MusicStorage>() |
List< MusicStorage > | ambienceStorages = new List<MusicStorage>() |
float | loadAmbienceFadeTime = 0f |
bool | crossfadeAmbienceWhenLoading = false |
bool | restartAmbienceTrackWhenLoading = false |
float | loadMusicFadeTime = 0f |
bool | crossfadeMusicWhenLoading = false |
bool | restartMusicTrackWhenLoading = false |
bool | autoEndOtherMusicWhenPlayed = true |
Music | musicPrefabOverride = null |
Ambience | ambiencePrefabOverride = null |
VolumeControl | volumeControl = VolumeControl.AudioSources |
AudioMixerGroup | musicMixerGroup = null |
AudioMixerGroup | sfxMixerGroup = null |
AudioMixerGroup | speechMixerGroup = null |
string | musicAttentuationParameter = "musicVolume" |
string | sfxAttentuationParameter = "sfxVolume" |
string | speechAttentuationParameter = "speechVolume" |
int | defaultLanguage = 0 |
int | defaultVoiceLanguage = 0 |
bool | defaultShowSubtitles = false |
float | defaultSfxVolume = 0.9f |
float | defaultMusicVolume = 0.6f |
float | defaultSpeechVolume = 1f |
ShowDebugLogs | showDebugLogs = ShowDebugLogs.Always |
bool | printActionCommentsInConsole = false |
ActionCommentLogging | actionCommentLogging = ActionCommentLogging.Never |
DebugWindowDisplays | showActiveActionLists = DebugWindowDisplays.Never |
Properties | |
SeeInteractions | SeeInteractions [get] |
RightClickInventory | RightClickInventory [get] |
string | SavePrefix [get] |
float? | AspectRatio [get] |
AspectRatioEnforcement | AspectRatioEnforcement [get] |
bool | InventoryDragDrop [get, set] |
bool | CanDragPlayer [get] |
InventoryInteractions | InventoryInteractions [get] |
bool | AutoDisableUnhandledHotspots [get] |
Player | player [get] |
PlayerPrefab | PlayerPrefab [get] |
Handles the "Settings" tab of the Game Editor window. Most game-wide settings, including those related to control, input and interactions, are stored here.
bool AC.SettingsManager.CanClickOffInteractionMenu | ( | ) |
Checks if the player can click off Interaction menus to disable them.
bool AC.SettingsManager.CanDragCursor | ( | ) |
Checks if the cursor can be dragged on a touch-screen.
bool AC.SettingsManager.CanGiveItems | ( | ) |
Checks if the player is able to "give" inventory items to NPCs.
bool AC.SettingsManager.CanSelectItems | ( | bool | showError | ) |
Checks if inventory items can be selected and then used on Hotspots or other items.
showError | If True, then a warning will be sent to the Console if this function returns False |
Player [] AC.SettingsManager.GetAllPlayerInstances | ( | ) |
Player [] AC.SettingsManager.GetAllPlayerPrefabs | ( | ) |
Player AC.SettingsManager.GetDefaultPlayer | ( | bool | showError = true | ) |
int AC.SettingsManager.GetDefaultPlayerID | ( | ) |
float AC.SettingsManager.GetDestinationThreshold | ( | float | offset = 0.1f | ) |
Gets the minimum distance that a character can be to its target to be considered "close enough".
offset | The calculation is 1 + offset - destinationAccuracy, so having a non-zero offset prevents the result ever being zero. |
int AC.SettingsManager.GetEmptyPlayerID | ( | ) |
PlayerPrefab AC.SettingsManager.GetPlayerPrefab | ( | int | ID | ) |
Gets a PlayerPrefab class with a given ID number, if player-switching is allowed. Otherwise, returns the only PlayerPrefab that can be set
ID | The ID number of the PlayerPrefab class to return |
bool AC.SettingsManager.IsFirstPersonDragComplex | ( | ) |
Checks if the game is in first-person, on touch screen, and dragging one finger affects camera rotation, and two fingers affects player movement.
bool AC.SettingsManager.IsFirstPersonDragMovement | ( | ) |
Checks if the game is in first-person, on touch screen, and dragging affects player movement and camera rotation.
bool AC.SettingsManager.IsFirstPersonDragRotation | ( | ) |
Checks if the game is in first-person, on touch screen, and dragging affects only the camera rotation.
bool AC.SettingsManager.IsInFirstPerson | ( | ) |
Checks if the game is played in first-person.
bool AC.SettingsManager.IsInLoadingScene | ( | ) |
Checks if the game is currently in a "loading" scene.
bool AC.SettingsManager.MouseOverForInteractionMenu | ( | ) |
Checks if the player brings up the Interaction Menu by hovering the mouse over a Hotspot.
bool AC.SettingsManager.PlayerCanReverse | ( | ) |
Checks if the movement settings are such that the player character is able to reverse
bool AC.SettingsManager.ReleaseClickInteractions | ( | ) |
Checks if Interactions are triggered by "clicking up" over a MenuInteraction element.
SelectInteractions AC.SettingsManager.SelectInteractionMethod | ( | ) |
Gets the method of selecting Interactions, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction.
void AC.SettingsManager.SetDefaultPlayer | ( | Player | defaultPlayer | ) |
void AC.SettingsManager.ShowGUI | ( | ) |
Shows the GUI.
bool AC.SettingsManager.ShowHoverInteractionInHotspotLabel | ( | ) |
Checks if the interaction method is ChooseInteractionThenHotspot, and if the Hotspot label should change when hovering over an Interaction icon.
ActionCommentLogging AC.SettingsManager.actionCommentLogging = ActionCommentLogging.Never |
When comments attached to Actions should be printed in the Console when the Action is run
ActionListAsset AC.SettingsManager.actionListOnStart |
The ActionListAsset to run when the game begins
List<ActiveInput> AC.SettingsManager.activeInputs = new List<ActiveInput>() |
A List of active inputs that trigger ActionLists when an Input button is pressed
bool AC.SettingsManager.activeWhenHover = false |
If True, then an inventory item will show its "active" texture when the mouse hovers over it
bool AC.SettingsManager.activeWhenUnhandled = true |
If True, then the inventory item will show its active effect when hovering over a Hotspot that has no matching Interaction
bool AC.SettingsManager.allowDefaultinteractions = false |
If True, and interactionMethod = AC_InteractionMethod.ChooseInteractionThenHotspot, then invoking the 'DefaultInteractions' input button will run the first-enabled 'Use' interaction of the active Hotspot
bool AC.SettingsManager.allowDefaultInventoryInteractions = false |
If True, interactionMethod = AC_InteractionMethod.ChooseInteractionThenHotspot and inventoryInteractions = InventoryInteractions.Multiple, then invoking the 'DefaultInteractions' input button will run the first-enabled 'Standard' interaction of the active Inventory item
bool AC.SettingsManager.allowGameplayDuringConversations = false |
If True, then gameplay is allowed during Conversations
bool AC.SettingsManager.allowInventoryInteractionsDuringConversations = false |
If True, inventory can be interacted with while a Conversation is active (overridden by allowGameplayDuringConversations)
bool AC.SettingsManager.alwaysPathfindInSpriteDirection = false |
If True, then 2D characters will move according to their sprite direction when moving along a Path / pathfinding, allowing for smooth movement at corners
List<MusicStorage> AC.SettingsManager.ambienceStorages = new List<MusicStorage>() |
A list of all AudioClips that can be played as ambience using the "Sound: Play ambience" Action
AspectRatioEnforcement AC.SettingsManager.aspectRatioEnforcement = AspectRatioEnforcement.NoneEnforced |
What type of aspect ratio to enforce
bool AC.SettingsManager.assumeInputsDefined = false |
If True, then try/catch statements used when checking for input will be bypassed - this results in better performance, but all available inputs must be defined.
bool AC.SettingsManager.autoCallUnloadUnusedAssets = true |
If True, then AC will automatically call Resources.UnloadUnusedAssets after loading Resources data
bool AC.SettingsManager.autoCycleWhenInteract = false |
If True, then triggering an Interaction will cycle the cursor mode, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction
bool AC.SettingsManager.autoDisableUnhandledHotspots = false |
If True, Hotspots that have no interaction associated with a given inventory item will not be active while that item is selected
bool AC.SettingsManager.autoEndOtherMusicWhenPlayed = true |
bool AC.SettingsManager.autoHideInteractionIcons = true |
If True, then Interaction icons will be hidden if linked to a Hotspot or InvItem that has no interaction linked to that icon
string AC.SettingsManager.backgroundImageLayer = "BackgroundImage" |
The layer to place BackgroundImage prefabs on
bool AC.SettingsManager.blackOutWhenInitialising = true |
If True then the game will turn black while the scene initialises itself, which can be useful when restoring animation states
bool AC.SettingsManager.blackOutWhenSkipping = false |
If True, then the game will turn black whenever the user triggers the "EndCutscene" input to skip a cutscene
bool AC.SettingsManager.cacheCameraMain = false |
If True, Unity's Camera.main variable will be cached for a minor performance boost
float AC.SettingsManager.cameraLockSnapAngleThreshold = 5f |
If greater than zero, player direction will be unchanged when the camera angle changes during gameplay if the input does not exceed this angle
CameraPerspective AC.SettingsManager.cameraPerspective = CameraPerspective.ThreeD |
The game's camera perspective (TwoD, TwoPointFiveD, ThreeD)
CancelInteractions AC.SettingsManager.cancelInteractions = CancelInteractions.CursorLeavesMenuOrHotspot |
The method to close Interaction menus, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction (ClickOffMenu, CursorLeavesMenu, CursorLeavesMenuOrHotspot)
bool AC.SettingsManager.canMoveWhenActive = true |
If True, then the player can move while an inventory item is selected
bool AC.SettingsManager.canReorderItems = false |
If True, then inventory items can be re-ordered in a MenuInventoryBox by the player
float AC.SettingsManager.clickHoldSeparationStraight = 0.3f |
The duration in seconds that separates a single click/tap from a held click/tap when movementMethod = AC_MovementMethod.StraightToCursor
ClickMarkerPosition AC.SettingsManager.clickMarkerPosition = ClickMarkerPosition.ColliderContactPoint |
If clickPrefab != null, where the click marker is spawned
Transform AC.SettingsManager.clickPrefab |
A prefab to instantiate whenever the user clicks to move the player, if movementMethod = AC_MovementMethod.PointAndClick
bool AC.SettingsManager.clickUpInteractions = false |
If True, then interactions can be triggered by releasing the mouse cursor over an icon, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction
bool AC.SettingsManager.closeInteractionMenuIfTapHotspot = true |
If True, then Interaction Menus can be closed by tapping another Hotspot for which they are opened.
bool AC.SettingsManager.closeInteractionMenusIfPlayerLeavesVicinity = false |
If True, and hotspotDetection = HotspotDetection.PlayerVicinity and interactionMethod = InteractionMethod.ChooseHotspotThenInteraction, then Interaction Menus will close if the Player is no longer in the active Hotspot's vicinity
bool AC.SettingsManager.crossfadeAmbienceWhenLoading = false |
If True, and loadAmbienceFadeTime > 0, then previously-playing ambience audio will be crossfaded out upon loading
bool AC.SettingsManager.crossfadeMusicWhenLoading = false |
If True, and loadMusicFadeTime > 0, then previously-playing music audio will be crossfaded out upon loading
string AC.SettingsManager.customSaveFormat = "MMMM dd, yyyy" |
The format of time display for save game labels, if saveTimeDisplay = SaveTimeDisplay.CustomFormat
bool AC.SettingsManager.cycleInventoryCursors = true |
If True, then inventory items will be included in Interaction menus / cursor cycles, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction
string AC.SettingsManager.deactivatedLayer = "Ignore Raycast" |
The layer to place deactivated objects on
int AC.SettingsManager.defaultLanguage = 0 |
The game's default language index
bool AC.SettingsManager.defaultMouseClicks = true |
If True, and inputMethod = InputMethod.MouseAndKeyboard, then left and right mouse clicks will have default behaviour
float AC.SettingsManager.defaultMusicVolume = 0.6f |
The game's default music audio volume
float AC.SettingsManager.defaultSfxVolume = 0.9f |
The game's default SFX audio volume
bool AC.SettingsManager.defaultShowSubtitles = false |
The game's default subtitles state
float AC.SettingsManager.defaultSpeechVolume = 1f |
The game's default speech audio volume
int AC.SettingsManager.defaultVoiceLanguage = 0 |
The game's default voice language index (if SpeechManager.separateVoiceAndTextLanguages = True)
float AC.SettingsManager.destinationAccuracy = 0.8f |
How accurate characters will be when navigating to set points on a NavMesh
bool AC.SettingsManager.directMovementPerspective = false |
If True, then the player's position on screen will be accounted for, if directMovementType = DirectMovementType.RelativeToCamera
DirectMovementType AC.SettingsManager.directMovementType = DirectMovementType.RelativeToCamera |
How the player moves, if movementMethod = AC_MovementMethod.Direct (RelativeToCamera, TankControls)
DirectTouchScreen AC.SettingsManager.directTouchScreen = DirectTouchScreen.DragBased |
How Direct movement should work when using touch-screen controls (DragBased, CustomInput)
bool AC.SettingsManager.directTurnsInstantly = false |
If True, and movementMethod = AC_MovementMethod.Direct, then the Player will turn instantly when moving during gameplay
bool AC.SettingsManager.disableFreeAimWhenDragging = false |
If True, and the game is in first-person, then free-aiming will be disabled while a Draggable object is manipulated
bool AC.SettingsManager.disableFreeAimWhenDraggingPickUp = false |
If True, and the game is in first-person, then free-aiming will be disabled while a PickUp object is manipulated
bool AC.SettingsManager.disableMovementWhenInterationMenusAreOpen = false |
If True, and Interaction menus are used, movement will be prevented while they are on
string AC.SettingsManager.distantHotspotLayer = "DistantHotspot" |
The layer to place distant Hotspots on, if hotspotDetection = HotspotDetection.PlayerVicinity
DoubleClickMovement AC.SettingsManager.doubleClickMovement = DoubleClickMovement.MakesPlayerRun |
If movementMethod = AC_MovementMethod.PointAndClick or StraightToCursor, what effect double-clicking has on player movement
Color AC.SettingsManager.dragLineColor = Color.white |
The colour of the drag line, if drawDragLine = True
float AC.SettingsManager.dragLineWidth = 3f |
The width of the drag line, if drawDragLine = True
float AC.SettingsManager.dragRunThreshold = 20f |
The minimum drag magnitude needed to make the player run, if movementMethod = AC_MovementMethod.Drag
float AC.SettingsManager.dragThreshold = 0f |
The proportion of the screen that the mouse must be dragged for drag effects to kick in
float AC.SettingsManager.dragWalkThreshold = 5f |
If movementMethod = AC_MovementMethod.Drag, the minimum drag magnitude needed to move the player. If movementMethod = AC_MovementMethod.FirstPerson, this is the maximum free-aiming speed
bool AC.SettingsManager.drawDragLine = false |
If True, then a drag line will be drawn on screen if movementMethod = AC_MovementMethod.Drag
bool AC.SettingsManager.experimentalAccuracy = false |
If True, and destinationAccuracy = 1, then characters will lerp to their destination when very close, to ensure they end up at exactly the intended point
FirstPersonTouchScreen AC.SettingsManager.firstPersonTouchScreen = FirstPersonTouchScreen.OneTouchToMoveAndTurn |
How First Person movement should work when using touch-screen controls (OneTouchToMoveAndTurn, OneTouchToTurnAndTwoTouchesToMove, TouchControlsTurningOnly, CustomInput)
float AC.SettingsManager.freeAimSmoothSpeed = 50f |
The acceleration for free-aiming smoothing
float AC.SettingsManager.freeAimTouchSpeed = 0.01f |
The free-look speed when rotating a first-person camera, if inputMethod = AC_InputMethod.TouchScreen
int AC.SettingsManager.giveInvWithIconID = 0 |
The ID number of the CursorIcon interaction that selects the inventory item (in "give" mode) when unhandled, if selectInvWithUnhandled = True
bool AC.SettingsManager.giveInvWithUnhandled = false |
If True, and inventoryInteraction = InventoryInteractions.Multiple, then the item will be selected (in "give" mode) if a particular Interaction is unhandled
bool AC.SettingsManager.hideIconUnderInteractionMenu = false |
If True, then Hotspot icons will be hidden if an Interaction Menu is visible
bool AC.SettingsManager.hideLockedCursor = false |
If True, then the cursor will be hidden whenever it is locked
bool AC.SettingsManager.hideUnhandledHotspots = false |
If True, and interactionMethod = AC_InteractionMethod.ChooseInteractionThenHotspot, then Hotspots that do not have an interaction for the currently-selected icon will not be visible to the cursor
bool AC.SettingsManager.highlightAllHotspotsInVicinity = true |
If True, all detected Hotspots will be highlighted, not just the selected one, if hotspotDetection = HotspotDetection.PlayerVicinity
string AC.SettingsManager.highlightMaterialPropertyOverride = "" |
If set, this material property will be affected by Highlight components instead of the default
float AC.SettingsManager.highlightProximityFactor = 4f |
The factor by which distance affects the highlighting of Hotspots, if scaleHighlightWithMouseProximity = True
HotspotDetection AC.SettingsManager.hotspotDetection = HotspotDetection.MouseOver |
How Hotspots are detected (MouseOver, PlayerVicinity, CustomScript)
ScreenWorld AC.SettingsManager.hotspotDrawing = ScreenWorld.ScreenSpace |
How to draw Hotspot icons (ScreenSpace, WorldSpace)
HotspotIcon AC.SettingsManager.hotspotIcon |
The type of Hotspot icon to display, if hotspotIconDisplay != HotspotIconDisplay.Never (Texture, UseIcon)
HotspotIconDisplay AC.SettingsManager.hotspotIconDisplay = HotspotIconDisplay.Never |
When Hotspot icons are displayed (Never, Always, OnlyWhenHighlighting, OnlyWhenFlashing)
CursorIconBase AC.SettingsManager.hotspotIconGraphic = new CursorIcon () |
The icon to use for Hotspot icons, if hotspotIcon = HotspotIcon.Texture
float AC.SettingsManager.hotspotIconSize = 0.04f |
The size of Hotspot icons
Texture2D AC.SettingsManager.hotspotIconTexture = null |
Deprecated
string AC.SettingsManager.hotspotLayer = "Default" |
The layer to place active Hotspots on
float AC.SettingsManager.hotspotRaycastLength = 100f |
The length of rays cast to find Hotspots
HotspotsInVicinity AC.SettingsManager.hotspotsInVicinity = HotspotsInVicinity.NearestOnly |
What Hotspots gets detected, if hotspotDetection = HotspotDetection.PlayerVicinity (NearestOnly, CycleMultiple, ShowAll)
bool AC.SettingsManager.ignoreOffScreenNavMesh = true |
If True, and navMeshSearchDirection = NavMeshSearchDirection.RadiallyOutwardsFromCursor, then off-NavMesh clicks will not detect NavMeshes that are off-screen
InputMethod AC.SettingsManager.inputMethod = InputMethod.MouseAndKeyboard |
The main input method used to control the game with (MouseAndKeyboard, KeyboardOrController, TouchScreen)
AC_InteractionMethod AC.SettingsManager.interactionMethod = AC_InteractionMethod.ContextSensitive |
How Hotspots are interacted with (ContextSensitive, ChooseInteractionThenHotspot, ChooseHotspotThenInteraction)
InventoryActiveEffect AC.SettingsManager.inventoryActiveEffect = InventoryActiveEffect.Simple |
The effect to apply to an active inventory item's icon (None, Pulse, Simple)
bool AC.SettingsManager.inventoryDisableDefined = true |
If True, then triggering a defined Inventory interaction will-deselect the active inventory item
bool AC.SettingsManager.inventoryDisableLeft = true |
If True, then left-clicking will de-select an inventory item
bool AC.SettingsManager.inventoryDisableUnhandled = true |
If True, then triggering an unhandled Inventory interaction will de-select the active inventory item
bool AC.SettingsManager.inventoryDragDrop = false |
If True, then inventory items can be drag-dropped (i.e. used on Hotspots and other items with a single mouse button press
bool AC.SettingsManager.inventoryDropLook = false |
If True, then drag-dropping an inventory item on itself will trigger its Examine interaction
bool AC.SettingsManager.inventoryDropLookNoDrag = false |
If True, then drag-dropping an inventory item on itself will trigger its Examine interaction
InventoryInteractions AC.SettingsManager.inventoryInteractions = InventoryInteractions.Single |
How many interactions an inventory item can have (Single, Multiple)
bool AC.SettingsManager.inventoryInteractionsHaltPlayer = false |
If True, then the player will stop pathfinding upon interacting with an inventory item
float AC.SettingsManager.inventoryPulseSpeed = 1f |
The speed at which to pulse the active inventory item's icon, if inventoryActiveEffect = InventoryActiveEffect.Pulse
float AC.SettingsManager.jumpSpeed = 4f |
The player's jump speed
bool AC.SettingsManager.landscapeModeOnly = true |
If True, then the game can only be played in landscape mode (iPhone only)
LimitDirectMovement AC.SettingsManager.limitDirectMovement = LimitDirectMovement.NoLimit |
How to limit the player's moement, if directMovementType = DirectMovementType.RelativeToCamera
bool AC.SettingsManager.linearColorTextures = false |
If True, then textures created for crossfading and overlays will be saved in linear color space
float AC.SettingsManager.loadAmbienceFadeTime = 0f |
The fade-in duration when resuming ambience audio after loading a save game
float AC.SettingsManager.loadingDelay = 0f |
The delay, in seconds, before and after loading, if both useLoadingScreen = True and useAsyncLoading = True
int AC.SettingsManager.loadingScene = 0 |
The number of the scene to act as a loading scene, if loadingScene = ChooseSceneBy.Number
ChooseSceneBy AC.SettingsManager.loadingSceneIs = ChooseSceneBy.Number |
How the scene that acts as a loading scene is chosen (Number, Name)
string AC.SettingsManager.loadingSceneName = "" |
The name of the scene to act as a loading scene, if loadingScene = ChooseSceneBy.Name
float AC.SettingsManager.loadMusicFadeTime = 0f |
The fade-in duration when resuming music audio after loading a save game
bool AC.SettingsManager.loadScenesFromAddressable = false |
If True, scenes will be loaded from Addressables, and names will be used for keys
bool AC.SettingsManager.lockCursorOnStart = false |
If True, then the cursor will be locked in the centre of the screen when the game begins
bool AC.SettingsManager.magnitudeAffectsDirect = false |
If True, and movementMethod = AC_MovementMethod.Direct, then the magnitude of the input axis will affect the Player's speed
bool AC.SettingsManager.manualSceneActivation = false |
If True, then scenes will not be automatically activated upon loading, and activation will be delayed until the SceneChanger script's ActivateLoadedScene function is called.
float AC.SettingsManager.maxAspectRatio = 2.39f |
The maximum aspect ratio, as a decimal, to use if aspectRatioEnforcement = AspectRatioEnforcement.Range
int AC.SettingsManager.maxSaves = 5 |
The maximum number of save files that can be created
float AC.SettingsManager.moveableRaycastLength = 30f |
The length of rays cast to find moveable objects (see DragBase)
MovementMethod AC.SettingsManager.movementMethod = MovementMethod.PointAndClick |
How the player character is controlled (PointAndClick, Direct, FirstPerson, Drag, None, StraightToCursor)
MovingTurning AC.SettingsManager.movingTurning = MovingTurning.Unity2D |
The method of moving and turning in 2D games (Unity2D, TopDown, ScreenSpace, WorldSpace)
string AC.SettingsManager.musicAttentuationParameter = "musicVolume" |
The name of the parameter in musicMixerGroup that controls attenuation
AudioMixerGroup AC.SettingsManager.musicMixerGroup = null |
The AudioMixerGroup for music audio, if volumeControl = VolumeControl.AudioSources
List<MusicStorage> AC.SettingsManager.musicStorages = new List<MusicStorage>() |
A list of all AudioClips that can be played as music using the "Sound: Play music" Action
string AC.SettingsManager.navMeshLayer = "NavMesh" |
The layer to place active NavMeshes on
float AC.SettingsManager.navMeshRaycastLength = 100f |
The length of rays cast to find NavMeshes
NavMeshSearchDirection AC.SettingsManager.navMeshSearchDirection = NavMeshSearchDirection.RadiallyOutwardsFromCursor |
How the nearest NavMesh to a cursor click is found, in screen space, if the user doesn't click directly on one
bool AC.SettingsManager.occludeIcons = false |
If True, then Hotspot icons will be hidden behind colldiers placed on hotspotLayer
bool AC.SettingsManager.offsetTouchCursor = false |
If True, then the cursor is not set to the touch point, but instead is moved by dragging (if inputMethod = AC_InputMethod.TouchScreen)
bool AC.SettingsManager.onlyFaceHotspotOnSelect = false |
If true, and playerFacesHotspots = True, and interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction, then players will only turn their heads once a Hotspot has been selected
bool AC.SettingsManager.onlyInteractWhenCursorUnlocked = false |
If True, then Hotspot interactions are only allowed if the cursor is unlocked (first person-games only)
bool AC.SettingsManager.orderSavesByUpdateTime = false |
If True, then save files listed in MenuSaveList will be displayed in order of update time
float AC.SettingsManager.pathfindUpdateFrequency = 0f |
If >0, the time (in seconds) between pathfinding recalculations occur
bool AC.SettingsManager.placeDistantHotspotsOnSeparateLayer = true |
If True, and hotspotDetection = HotspotDetection.PlayerVicinity, then distant Hotspots will be placed on a different layer
bool AC.SettingsManager.playAmbienceWhilePaused = false |
If True, then ambience can play when the game is paused
bool AC.SettingsManager.playerFacesHotspots = false |
If True, then 3D player prefabs will turn their head towards the active Hotspot
List<PlayerPrefab> AC.SettingsManager.players = new List<PlayerPrefab>() |
All available player prefabs, if playerSwitching = PlayerSwitching.Allow
PlayerSwitching AC.SettingsManager.playerSwitching = PlayerSwitching.DoNotAllow |
The state of player-switching (Allow, DoNotAllow)
bool AC.SettingsManager.playMusicWhilePaused = false |
If True, then music can play when the game is paused
bool AC.SettingsManager.printActionCommentsInConsole = false |
(DEPRECATED)
ChooseSceneBy AC.SettingsManager.referenceScenesInSave = ChooseSceneBy.Number |
How to refer to scenes in save game files
bool AC.SettingsManager.reloadSceneWhenLoading = false |
If True, then the scene will reload when loading a saved game that takes place in the same scene that the player is already in
bool AC.SettingsManager.renderBorderCamera = true |
If True, a second camera is used to render borders due to enforced aspect ratio. This helps to prevent artefacts, but increases performance.
bool AC.SettingsManager.restartAmbienceTrackWhenLoading = false |
If True, then the ambience track at the time of saving will be resumed from the start upon loading
bool AC.SettingsManager.restartMusicTrackWhenLoading = false |
If True, then the music track at the time of saving will be resumed from the start upon loading
bool AC.SettingsManager.reverseInventoryCombinations = false |
If True, then invntory item combinations will also work in reverse
RightClickInventory AC.SettingsManager.rightClickInventory = RightClickInventory.DeselectsItem |
What happens when right-clicking while an inventory item is selected (ExaminesItem, DeselectsItem, DoesNothing)
bool AC.SettingsManager.rotationsAffectedByVerticalReduction = true |
If True, then rotations of 2D characters will be affected by the verticalReductionFactor value
bool AC.SettingsManager.runConversationsWithKeys = false |
If True, then Conversation dialogue options can be triggered with the number keys
bool AC.SettingsManager.saveAssetReferencesWithAddressables = false |
If True, then references to assets made in save game files will be based on their Addressable name, and not Resources folder presence
string AC.SettingsManager.saveFileName = "" |
The name to give save game files
SaveLabels AC.SettingsManager.saveLabels = new SaveLabels () |
A collection of save strings (Save, Import, Autosave) that can be translated
bool AC.SettingsManager.savePlayerReferencesWithAddressables = false |
If True, then references to Player prefabs will be handled using Addressables
SaveScreenshots AC.SettingsManager.saveScreenshots = SaveScreenshots.Never |
Determines when save-game screenshots are recorded
SaveTimeDisplay AC.SettingsManager.saveTimeDisplay = SaveTimeDisplay.DateOnly |
How the time of a save file should be displayed (None, DateOnly, TimeAndDate, CustomFormat)
bool AC.SettingsManager.saveWithThreading = false |
If True, then save operations will occur on a separate thread
bool AC.SettingsManager.scaleCursorSpeedWithScreen = true |
If True, and inputMethod = InputMethod.KeyboardOrController, then the speed of the cursor will be proportional to the size of the screen
bool AC.SettingsManager.scaleHighlightWithMouseProximity = false |
If True, then Hotspots will highlight according to how close the cursor is to them
The game's full list of inventory item properties
float AC.SettingsManager.screenshotResolutionFactor = 1f |
If takeSaveSreenshots = True, the size of save-game screenshots, relative to the game window's actual resolution
SeeInteractions AC.SettingsManager.seeInteractions = SeeInteractions.ClickOnHotspot |
How Interaction menus are opened, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction (ClickOnHotspot, CursorOverHotspot, ViaScriptOnly)
SelectInteractions AC.SettingsManager.selectInteractions = SelectInteractions.ClickingMenu |
How Interactions are triggered, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction (ClickingMenu, CyclingCursorAndClickingHotspot, CyclingMenuAndClickingHotspot)
SelectInventoryDisplay AC.SettingsManager.selectInventoryDisplay = SelectInventoryDisplay.NoChange |
How the currently-selected inventory item should be displayed in InventoryBox elements
int AC.SettingsManager.selectInvWithIconID = 0 |
The ID number of the CursorIcon interaction that selects the inventory item (in "use" mode) when unhandled, if selectInvWithUnhandled = True
bool AC.SettingsManager.selectInvWithUnhandled = false |
If True, and inventoryInteraction = InventoryInteractions.Multiple, then the item will be selected (in "use" mode) if a particular Interaction is unhandled
bool AC.SettingsManager.selectLowestOverlappingHotspot = false |
If True, and hotspotDetection = HotspotDetection.MouseOver, and the scene is in 2D, then when Hotspots overlap, the one with the lowest position on the Y-axis will be selected
string AC.SettingsManager.sfxAttentuationParameter = "sfxVolume" |
The name of the parameter in sfxMixerGroup that controls attenuation
AudioMixerGroup AC.SettingsManager.sfxMixerGroup = null |
The AudioMixerGroup for SF audio, if volumeControl = VolumeControl.AudioSources
bool AC.SettingsManager.shareInventory = false |
If True, then all player prefabs will share the same inventory, if playerSwitching = PlayerSwitching.Allow
DebugWindowDisplays AC.SettingsManager.showActiveActionLists = DebugWindowDisplays.Never |
Used to show all currently-running ActionLists will be listed in the corner of the screen
ShowDebugLogs AC.SettingsManager.showDebugLogs = ShowDebugLogs.Always |
Determines when logs are written to the Console (Always, OnlyInEditor, Never)
bool AC.SettingsManager.showHoverInteractionInHotspotLabel = false |
If True, and interactionMethod = AC_InteractionMethod.ChooseInteractionThenHotspot, then the Hotspot label will show the name of the interaction icon being hovered over
float AC.SettingsManager.simulatedCursorMoveSpeed = 4f |
The movement speed of a keyboard or controller-controlled cursor
bool AC.SettingsManager.singleTapStraight = false |
If True, then single-clicking also moves the player, if movementMethod = AC_MovementMethod.StraightToCursor
bool AC.SettingsManager.singleTapStraightPathfind = false |
If True, then single-clicking will make the player pathfind, if singleTapStraight = True
bool AC.SettingsManager.spawnPersistentEnginePrefab = true |
If True, the required PersistentEngine will be created by spawning the prefab from Resources, as opposed to generating it from scratch
string AC.SettingsManager.speechAttentuationParameter = "speechVolume" |
The name of the parameter in speechMixerGroup that controls attenuation
AudioMixerGroup AC.SettingsManager.speechMixerGroup = null |
The AudioMixerGroup for speech audio, if volumeControl = VolumeControl.AudioSources
bool AC.SettingsManager.stopPlayerOnClickHotspot = false |
If True, then the player will stop when a Hotspot is clicked on, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction
bool AC.SettingsManager.stopTurningWhenReleaseInput = false |
If True, and movementMethod = AC_MovementMethod.Direct, then the Player will cease turning when input is released
TouchScreenHotspotInput AC.SettingsManager.touchScreenHotspotInput = TouchScreenHotspotInput.TouchTwice |
The type of touch-screen input that registers as a Hotspot 'click'
bool AC.SettingsManager.touchUpInteractScene = false |
If True, then scne clicks are performed by releasing a touch, rather than beginning one
bool AC.SettingsManager.touchUpWhenPaused = false |
If True, then menu clicks are performed by releasing a touch, rather than beginning one
bool AC.SettingsManager.unityUIClicksAlwaysBlocks = false |
If True, then movement and interaction clicks will be ignored if the cursor is over a Unity UI element - even those not linked to the Menu Manager
bool AC.SettingsManager.useAsyncLoading = false |
If True, scenes will be loaded asynchronously
bool AC.SettingsManager.useFPCamDuringConversations = true |
If True, then first-person games will use the first-person camera during conversations (overridden by allowGameplayDuringConversations)
bool AC.SettingsManager.useLoadingScreen = false |
If True, then a specific scene will be loaded in-between scene transitions, to be used as a loading screen
bool AC.SettingsManager.useProfiles = false |
If True, then multiple save profiles - each with its own save files and options data - can be created
float AC.SettingsManager.verticalReductionFactor = 0.7f |
How much slower vertical movement is compared to horizontal movement, if the game is in 2D
VolumeControl AC.SettingsManager.volumeControl = VolumeControl.AudioSources |
How volume is controlled (AudioSources, AudioMixerGroups) (Unity 5 only)
float AC.SettingsManager.walkableClickRange = 0.5f |
How much of the screen will be searched for a suitable NavMesh, if the user doesn't click directly on one (it movementMethod = AC_MovementMethod.PointAndClick)
bool AC.SettingsManager.walkToHotspotMarkers = true |
If True, then walking to Hotspots without running a particular Interaction will cause the Player to walk to the Hotspot's 'Walk-to Marker'
float AC.SettingsManager.wantedAspectRatio = 1.5f |
The aspect ratio, as a decimal, to use if aspectRatioEnforcement = AspectRatioEnforcement.Fixed. If set to AspectRatioEnforcement.Range, this will be the minimum
WhenReselectHotspot AC.SettingsManager.whenReselectHotspot = WhenReselectHotspot.RestoreHotspotIcon |
What happens to the cursor icon when a hotspot (or inventory item, depending) is reselected and selectInteractions = SelectInteractions.CyclingMenuAndClickingHotspot
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The desired aspect ratio, if forced. If not forced, -1 will be returned
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If True, Hotspots that have no interaction associated with a given inventory item will not be active while that item is selected
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If True, then inventory items can be drag-dropped (i.e. used on Hotspots and other items with a single mouse button press
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What happens when right-clicking while an inventory item is selected (ExaminesItem, DeselectsItem, DoesNothing).
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The prefix of the project's save-game filenames, before the save / profile ID
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How Interaction menus are opened, if interactionMethod = AC_InteractionMethod.ChooseHotspotThenInteraction (ClickOnHotspot, CursorOverHotspot)