Room: Contains functions and data for manipluating Rooms - Eg.
if ( R.Current.FirstTimeVisited )
R.Kitchen.ActiveWalkableArea = 2;
else if ( R.Previous == R.Treehouse )
Plr.SetPosition(Points.EntryFromTreeHouse);
E.ChangeRoom(R.Bedroom);
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RoomComponent | Instance [get] |
| Access to the actual game object component in the scene.
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string | Description [get] |
| Gets/Sets the name shown to players.
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string | ScriptName [get] |
| The name used in scripts.
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bool | Active [get, set] |
| Gets/sets whether this is the current room. Setting this changes the room ( same as C.Player.Room = R.RoomName; )
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bool | Current [get, set] |
| Gets/sets whether this is the current room. Setting this changes the room ( same as C.Player.Room = R.RoomName; , or setting room to Active = true .
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bool | Visited [get] |
| Returns true if the room has ever been visited by the plyaer.
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bool | FirstTimeVisited [get] |
| Returns true if it's currently the first time the player has visited the room.
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int | TimesVisited [get] |
| Returns The number of times the room has been visited.
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int | ActiveWalkableArea [get, set] |
| Gets or sets the index currently active walkable area for the room. These are added in the editor.
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bool | PlayerVisible [get, set] |
| Gets or sets whether the player character is visisble in this room.
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RectCentered | Bounds [get, set] |
| Access to the room's bounds.
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RectCentered | ScrollBounds [get, set] |
| Access to the room's scroll bounds.
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float | VerticalResolution [get, set] |
| Sets the vertical resolution of this room (How many pixels high the camera view will be). If non-zero, it'll override the default set in PowerQuest.
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float | Zoom [get, set] |
| Sets the vertical resolution of this room (How many pixels high the camera view will be) as a multiplier of the default vertical resolution set in PowerQuest. For temporary zoom changes use Camera.Zoom.
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Room | Data [get] |
| Access to the base class with extra functionality used by the PowerQuest.
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void | EnterBG () |
| Change the current room. Same as calling C.Player.Room = room;.
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Coroutine | Enter () |
| Change the current room to this one. Can be yielded too, and blocks until after OnEnterAfterFade of the new room finishes.
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Hotspot | GetHotspot (string name) |
| Retreives a hotspot by name.
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Prop | GetProp (string name) |
| Retreives a prop by name.
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Region | GetRegion (string name) |
| Retreives a region by name.
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Vector2 | GetPoint (string name) |
| Retreives a position by name.
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void | SetPoint (string name, Vector2 location) |
| Moves a named room position to another location.
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void | SetPoint (string name, string fromPosition) |
| Moves a named room position to the location of another named position.
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List< Hotspot > | GetHotspots_SaveFlagNotDirtied () |
| Get the room's hotspot. Warning: Any items modified in the returned list MUST have Dirty property set, or save games will break!
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List< Prop > | GetProps_SaveFlagNotDirtied () |
| Get the room's prop. Warning: Any items modified in the returned list MUST have Dirty property set, or save games will break!
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T | GetScript< T > () |
| PowerQuest internal function: Access to the specific quest script for the room. Use the specific room script as the templated parameter so you can access specific members of the script. Eg: GetScript<RoomKitchen>().m_tapOn = true;.
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