Adventure Creator  1.79.1
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2022
AC.MainData Struct Reference

Public Member Functions

void ShowGUI ()
 

Public Attributes

int currentPlayerID
 
float timeScale
 
int previousSceneIndex
 
string previousSceneName
 
string runtimeVariablesData
 
string customTokenData
 
string menuLockData
 
string menuVisibilityData
 
string menuElementVisibilityData
 
string menuJournalData
 
int activeArrows
 
int activeConversation
 
int selectedInventoryID
 
bool isGivingItem
 
bool cursorIsOff
 
bool inputIsOff
 
bool interactionIsOff
 
bool menuIsOff
 
bool movementIsOff
 
bool cameraIsOff
 
bool triggerIsOff
 
bool playerIsOff
 
bool canKeyboardControlMenusDuringGameplay
 
int toggleCursorState
 
string musicQueueData
 
string lastMusicQueueData
 
int musicTimeSamples
 
int lastMusicTimeSamples
 
string oldMusicTimeSamples
 
string ambienceQueueData
 
string lastAmbienceQueueData
 
int ambienceTimeSamples
 
int lastAmbienceTimeSamples
 
string oldAmbienceTimeSamples
 
int movementMethod
 
string activeAssetLists
 
string activeInputsData
 
string timersData
 
string spokenLinesData
 
string globalObjectivesData
 
List< ScriptDatapersistentScriptData
 

Detailed Description

A data container for all non-player global data that gets stored in save games. A single instance of this class is stored in SaveData by SaveSystem.

Member Data Documentation

◆ activeArrows

int AC.MainData.activeArrows

The Constant ID number of the currently-active ArrowPrompt

◆ activeAssetLists

string AC.MainData.activeAssetLists

Data regarding paused and skipping ActionList assets

◆ activeConversation

int AC.MainData.activeConversation

The Constant ID number of the currently-active Conversation

◆ activeInputsData

string AC.MainData.activeInputsData

Data regarding active inputs

◆ ambienceQueueData

string AC.MainData.ambienceQueueData

The IDs and loop states of all queued ambience tracks, including the one currently-playing

◆ ambienceTimeSamples

int AC.MainData.ambienceTimeSamples

The time position of the current ambience track

◆ cameraIsOff

bool AC.MainData.cameraIsOff

True if the camera system is disabled

◆ canKeyboardControlMenusDuringGameplay

bool AC.MainData.canKeyboardControlMenusDuringGameplay

True if keyboard/controller can be used to control menus during gameplay

◆ currentPlayerID

int AC.MainData.currentPlayerID

The ID number of the currently-active Player

◆ cursorIsOff

bool AC.MainData.cursorIsOff

True if the cursor system, PlayerCursor, is disabled

◆ customTokenData

string AC.MainData.customTokenData

All user-generated CustomToken variables

◆ globalObjectivesData

string AC.MainData.globalObjectivesData

A record of the current global objectives

◆ inputIsOff

bool AC.MainData.inputIsOff

True if the input system, PlayerInput, is disabled

◆ interactionIsOff

bool AC.MainData.interactionIsOff

True if the interaction system, PlayerInteraction, is disabled

◆ isGivingItem

bool AC.MainData.isGivingItem

True if the currently-selected InvItem is in "give" mode, as opposed to "use"

◆ lastAmbienceQueueData

string AC.MainData.lastAmbienceQueueData

The IDs and loop states of the last set of queued ambience tracks

◆ lastAmbienceTimeSamples

int AC.MainData.lastAmbienceTimeSamples

The time position of the last-played ambience track

◆ lastMusicQueueData

string AC.MainData.lastMusicQueueData

The IDs and loop states of the last set of queued music tracks

◆ lastMusicTimeSamples

int AC.MainData.lastMusicTimeSamples

The time position of the last-played music track

◆ menuElementVisibilityData

string AC.MainData.menuElementVisibilityData

The visibility state of all MenuElement instances

◆ menuIsOff

bool AC.MainData.menuIsOff

True if the menu system, PlayerMenus, is disabled

◆ menuJournalData

string AC.MainData.menuJournalData

The page data of all MenuJournal instances

◆ menuLockData

string AC.MainData.menuLockData

The locked state of all Menu variables

◆ menuVisibilityData

string AC.MainData.menuVisibilityData

The visibility state of all Menu instances

◆ movementIsOff

bool AC.MainData.movementIsOff

True if the movement system, PlayerMovement, is disabled

◆ movementMethod

int AC.MainData.movementMethod

The currently-set AC_MovementMethod enum, converted to an integer

◆ musicQueueData

string AC.MainData.musicQueueData

The IDs and loop states of all queued music tracks, including the one currently-playing

◆ musicTimeSamples

int AC.MainData.musicTimeSamples

The time position of the current music track

◆ oldAmbienceTimeSamples

string AC.MainData.oldAmbienceTimeSamples

The IDs and time positions of all ambience tracks that have been played before

◆ oldMusicTimeSamples

string AC.MainData.oldMusicTimeSamples

The IDs and time positions of all tracks that have been played before

◆ persistentScriptData

List<ScriptData> AC.MainData.persistentScriptData

Save data for any Remember components attached that are persistent, but not associated with the Player

◆ playerIsOff

bool AC.MainData.playerIsOff

True if Players are disabled

◆ previousSceneIndex

int AC.MainData.previousSceneIndex

The build index of the previous scene visited. This may not be the same as the actual Player's last-visited scene, if player-switching or local players are involved

◆ previousSceneName

string AC.MainData.previousSceneName

The name of the previous scene visited. This may not be the same as the actual Player's last-visited scene, if player-switching or local players are involved

◆ runtimeVariablesData

string AC.MainData.runtimeVariablesData

The current values of all Global Variables

◆ selectedInventoryID

int AC.MainData.selectedInventoryID

The ID number of the currently-selected InvItem

◆ spokenLinesData

string AC.MainData.spokenLinesData

Data regarding which speech lines, that can only be spoken once, have already been spoken

◆ timersData

string AC.MainData.timersData

Data regarding timers

◆ timeScale

float AC.MainData.timeScale

The game's current timeScale

◆ toggleCursorState

int AC.MainData.toggleCursorState

The state of the cursor toggle (1 = on, 2 = off)

◆ triggerIsOff

bool AC.MainData.triggerIsOff

True if Triggers are disabled