Global Script: The home for your game specific logic.
- The functions in this script are used in every room in your game.
- Put game-wide variables in here and you can access them from the quest script editor 'Globals.' (or from other quest scripts with 'GlobalScript.Script.')
- If you've used Adventure Game Studio, this is equivalent to the Global Script in that
Inherits GlobalScriptBase< GlobalScript >.
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void | OnGameStart () |
| Called when game first starts. More...
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void | OnPostRestore (int version) |
| Called after restoring a game. Use this if you need to update any references based on saved data. More...
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void | OnEnterRoom () |
| Called whenever you enter a room, before fading in. Non-blocking functions only. More...
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IEnumerator | OnEnterRoomAfterFade () |
| Called whenever you enter a room, after fade in is complete (blocking) More...
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IEnumerator | UpdateBlocking () |
| Called every frame when nothing's blocking, you can call blocking functions in here that you'd like to occur anywhere in the game. More...
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void | Update () |
| Called every frame. Non-blocking functions only. More...
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void | OnMouseClick (bool leftClick, bool rightClick) |
| Called when the mouse is clicked in the game screen. Use this to customise your game interface by calling E.ProcessClick() with the verb that should be used. By default this is set up for a 2 click interface. More...
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IEnumerator | UnhandledInteract (IQuestClickable mouseOver) |
| Called when player interacted with something that had not specific "interact" script. More...
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IEnumerator | UnhandledLookAt (IQuestClickable mouseOver) |
| Called when player looked at something that had not specific "Look at" script. More...
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IEnumerator | UnhandledUseInvInv (Inventory invA, Inventory invB) |
| Called when player used inventory on an inventory item that didn't have a specific UseInv script. More...
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IEnumerator | UnhandledUseInv (IQuestClickable mouseOver, Inventory item) |
| Called when player used inventory on something that didn't have a specific UseInv script. More...
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