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using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class MultiInt { public i
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPlayWWiseEvent : Action { public string WwiseEvent; public GameO
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{ return recordedLineID; } #if UNITY_EDITOR public void UpdateTranslatableString (int index, string updatedText) { textBox.text = updatedText; } public int GetNumTr
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/* * * * JSH * * "ActionDoOnce.cs" * * Runs an action only once. * * */using UnityEngine;using System.Collections.Generic;using UnityEngine.Assertions;#if UNITY_EDITORusin
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#if UNITY_EDITORusing UnityEngine;using AC;public class SeparateSplitActions : MonoBehaviour{ public ActionList actionList; [ContextMenu ("Split actions")] public void Split
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionClickAnim : Action { public GameObject clickPrefab; public strin
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#if UNITY_EDITORusing UnityEngine;using AC;public class SeparateSplitActions : MonoBehaviour{ public ActionList actionList; [ContextMenu ("Split actions")] public void Split
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() == DragState.None) { #if UNITY_EDITOR || UNITY_STANDALONE Vector2 position = Input.mousePosition; #else Vector2 position = Input.GetTouch (0).pos
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionChangeLanguage : Action { // Declare p
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifusing System.Collections.Generic;namespace AC{ [System.Serializable] public class ActionTagSet : Action { public GameObject ob
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case PlatformType.Editor: #if UNITY_EDITOR return true; #else return false;
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using UnityEngine;using Naninovel;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ public enum VarType { Integer, Float, String }; public enum SetMethod { SetValue, Variable }; public en
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as normal. */ Run (); } #if UNITY_EDITOR public override void ShowGUI () { // Action-specific Inspector GUI code here variableName = EditorGUILayout.TextFiel
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionTemplate : Action { public GameObject
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionChangeFontColor : Action { // Declare variables here public stri
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class CompVarToParameter : Action { public overrid
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class PropertyToParameter : Action { public overri
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using UnityEngine;using Opsive.UltimateInventorySystem;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionUISCheck : ActionCheck { public ov
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return false; } #if UNITY_EDITOR public override void ShowGUI(List<ActionParameter> parameters) { isPlayer = EditorGUIL
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/* * * Adventure Creator * by Chris Burton, 2013-2023 * * "ActionTemplate.cs" * * This is a blank action template. * */using UnityEngine;using System.Collections.Generic;#if