ActiveInventory | IPowerQuest | |
AddSaveData(string name, object data, System.Action OnPostRestore=null) | IPowerQuest | |
After< tEnum >(tEnum enumState) | IPowerQuest | |
AlwaysShowDisplayText | IPowerQuest | |
At< tEnum >(params tEnum[] enumStates) | IPowerQuest | |
Before< tEnum >(tEnum enumState) | IPowerQuest | |
Break | IPowerQuest | |
Camera | IPowerQuest | |
ChangeRoom(IRoom room) | IPowerQuest | |
ChangeRoomBG(IRoom room) | IPowerQuest | |
ConsumeEvent | IPowerQuest | |
ConsumeGuiKey(eGuiNav input) | IPowerQuest | |
Cursor | IPowerQuest | |
CustomSpeechGui | IPowerQuest | |
DebugSetPreviousRoom(IRoom room) | IPowerQuest | |
DefaultVerticalResolution | IPowerQuest | |
DelayedInvoke(float time, System.Action functionToInvoke) | IPowerQuest | |
DeleteSave(int slot) | IPowerQuest | |
DialogTreeGui | IPowerQuest | |
DisableAllClickablesExcept() | IPowerQuest | |
DisableAllClickablesExcept(params string[] exceptions) | IPowerQuest | |
DisableAllClickablesExcept(params IQuestClickableInterface[] exceptions) | IPowerQuest | |
DisableCancel() | IPowerQuest | |
Display(string dialog, int id=-1) | IPowerQuest | |
DisplayBG(string dialog, int id=-1) | IPowerQuest | |
DisplayBoxGui | IPowerQuest | |
EndCutscene() | IPowerQuest | |
FadeColor | IPowerQuest | |
FadeColorDefault | IPowerQuest | |
FadeColorRestore() | IPowerQuest | |
FadeIn(float time=0.2f, bool skippable=true) | IPowerQuest | |
FadeIn(float time, string source, bool skippable=true) | IPowerQuest | |
FadeInBG(float time=0.2f) | IPowerQuest | |
FadeInBG(float time, string source) | IPowerQuest | |
FadeOut(float time=0.2f, bool skippable=true) | IPowerQuest | |
FadeOut(float time, string source, bool skippable=true) | IPowerQuest | |
FadeOutBG(float time=0.2f) | IPowerQuest | |
FadeOutBG(float time, string source) | IPowerQuest | |
FirstOccurrence(string uniqueString) | IPowerQuest | |
FirstOption(int count, string source=null) | IPowerQuest | |
GameHasKeyboardFocus | IPowerQuest | |
GetBlocked() | IPowerQuest | |
GetCameraGui() | IPowerQuest | |
GetCanvas() | IPowerQuest | |
GetCharacter(string scriptName) | IPowerQuest | |
GetCurrentRoom() | IPowerQuest | |
GetDialogTree(string scriptName) | IPowerQuest | |
GetFading() | IPowerQuest | |
GetFocusedGui() | IPowerQuest | |
GetGui(string scriptName) | IPowerQuest | |
GetInventory(string scriptName) | IPowerQuest | |
GetLastLookAt() | IPowerQuest | |
GetLastSaveSlotData() | IPowerQuest | |
GetLastWalkTo() | IPowerQuest | |
GetMouseOverClickable() | IPowerQuest | |
GetMouseOverDescription() | IPowerQuest | |
GetMouseOverType() | IPowerQuest | |
GetMousePosition() | IPowerQuest | |
GetMousePositionGui() | IPowerQuest | |
GetOccurrenceCount(string uniqueString) | IPowerQuest | |
GetPlayer() | IPowerQuest | |
GetRestoringGame() | IPowerQuest | |
GetRoom(string scriptName) | IPowerQuest | |
GetSaveSlotData() | IPowerQuest | |
GetSaveSlotData(int slot) | IPowerQuest | |
GetScript< T >() | IPowerQuest | |
GetSkippingCutscene() | IPowerQuest | |
GetSpawnablePrefab(string name) | IPowerQuest | |
GetTimer(string name) | IPowerQuest | |
GetTimerExpired(string name) | IPowerQuest | |
HandleInteract(IHotspot target) | IPowerQuest | |
HandleInteract(IProp target) | IPowerQuest | |
HandleInteract(ICharacter target) | IPowerQuest | |
HandleInteract(IInventory target) | IPowerQuest | |
HandleInventory(IHotspot target, IInventory item) | IPowerQuest | |
HandleInventory(IProp target, IInventory item) | IPowerQuest | |
HandleInventory(ICharacter target, IInventory item) | IPowerQuest | |
HandleInventory(IInventory target, IInventory item) | IPowerQuest | |
HandleLookAt(IHotspot target) | IPowerQuest | |
HandleLookAt(IProp target) | IPowerQuest | |
HandleLookAt(ICharacter target) | IPowerQuest | |
HandleLookAt(IInventory target) | IPowerQuest | |
HandleOption(IDialogTree dialog, string optionName) | IPowerQuest | |
InlineDialogResult | IPowerQuest | |
InterruptNextLine(float secondsBeforeEndOfLine) | IPowerQuest | |
Is< tEnum >(params tEnum[] enumStates) | IPowerQuest | |
IsDebugBuild | IPowerQuest | |
NavigateGui(eGuiNav input=eGuiNav.Ok) | IPowerQuest | |
NextOccurrence | IPowerQuest | |
NextOption | IPowerQuest | |
Occurrence(string uniqueString) | IPowerQuest | |
Pause(string source=null) | IPowerQuest | |
Paused | IPowerQuest | |
Player | IPowerQuest | |
ProcessClick(eQuestVerb verb) | IPowerQuest | |
ProcessClick(eQuestVerb verb, IQuestClickable clickable, Vector2 mousePosition) (defined in IPowerQuest) | IPowerQuest | |
Reached< tEnum >(tEnum enumState) | IPowerQuest | |
RemoveSaveData(string name) | IPowerQuest | |
Restart() | IPowerQuest | |
Restart(IRoom room, string playFromFunction=null) | IPowerQuest | |
RestoreAllClickableCursors() | IPowerQuest | |
RestoreAllClickables() | IPowerQuest | |
RestoreLastSave() | IPowerQuest | |
RestoreSave(int slot) | IPowerQuest | |
Save(int slot, string description, Texture2D imageOverride=null) | IPowerQuest | |
SaveSettings() | IPowerQuest | |
Set< tEnum >(tEnum enumState) | IPowerQuest | |
SetAllClickableCursors(string cursor, params string[] exceptions) | IPowerQuest | |
SetPlayer(ICharacter character, float cameraPanTime=0) | IPowerQuest | |
SetTimer(string name, float time) | IPowerQuest | |
Settings | IPowerQuest | |
SkipCutscene() | IPowerQuest | |
SkipDialog(bool preventEarlySkip=true) | IPowerQuest | |
SpeechStyle | IPowerQuest | |
StartBackgroundSequence(PowerQuest.DelegateWaitForFunction function) | IPowerQuest | |
StartCutscene() | IPowerQuest | |
StopBackgroundSequence(string function=null) | IPowerQuest | |
TransitionFadeTime | IPowerQuest | |
UnPause(string source=null) | IPowerQuest | |
VerticalResolution | IPowerQuest | |
Wait(float time=0.5f) | IPowerQuest | |
WaitFor(PowerQuest.DelegateWaitForFunction functionToWaitFor, bool autoLoadQuestScript=true) | IPowerQuest | |
WaitForDialog() | IPowerQuest | |
WaitForDialogSkip() | IPowerQuest | |
WaitForGui(IGui gui) | IPowerQuest | |
WaitForInlineDialog(params string[] options) | IPowerQuest | |
WaitForTimer(string timerName, bool skippable=false) | IPowerQuest | |
WaitSkip(float time=0.5f) | IPowerQuest | |
WaitUntil(System.Func< bool > condition, bool skippable=false) | IPowerQuest | |
WaitWhile(System.Func< bool > condition, bool skippable=false) | IPowerQuest | |