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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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UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class PropertyToParameter : Action { // Declare properties here public override ActionCategory Ca
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPropToParam : Action { public override
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[System.Serializable]public class PropertyToParameter : Action{ // Declare properties here public override ActionCategory Category { get { return ActionCategory.Custom; }} public override str
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Just updated the wiki with a new action to change WWise RTPC int value game parameters. (for example, I have music playing during the splash screen. When the main menu loads, I send an rtpc call to r…
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UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionSubtitlesSkippable : Action { // Declare variables here public bool SkippableSubtitle
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public string inputName = "FlashHold";private void Update (){ if (isInGameplay) { #if UNITY_EDITOR if (KickStarter.playerInput.InputGetButtonDown (inputName))
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using UnityEngine;using AC;[ExecuteInEditMode]public class HighlightID : MonoBehaviour{ public int recordedID; private void OnEnable () { AssignHighlight (); EventManager.OnInit
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifusing Spine;using Spine.Unity;using System.Collections.Generic;namespace AC{ [System.Serializable] public class ActionAttachmentSetter :
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifusing Spine;using Spine.Unity;using System.Collections.Generic;namespace AC{ [System.Serializable] public class ActionAttachmentSetter :
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifusing Spine;using Spine.Unity;using System.Collections.Generic;namespace AC{ [System.Serializable] public class ActionAttachmentSetter :
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckTransform : ActionCheck { public GameObject objectToCheck;
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifusing Spine;using Spine.Unity;namespace AC{ [System.Serializable] public class ActionAttachmentSetter : Action { public overri
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionSkinSetter : Action { public override ActionCategory Category { get { r
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bool UnityUIBlocksClick (){ #if !UNITY_EDITOR if (KickStarter.settingsManager.inputMethod == InputMethod.TouchScreen) { if (Input.touchCount > 0 && Input.GetTouc
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using UnityEngine;using System;using Steamworks;#if UNITY_EDITORusing UnityEditor;#endif/* By Alvaro Urrutia Luna (Alverik)* Custom action to* Unlock Steam achievements.*/namespace AC{ [System.Seri
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|| STEAMWORKS_LIN_OSX)#define DISABLESTEAMWORKS#endifusing UnityEngine;#if !DISABLESTEAMWORKSusing System.Collections;using Steamworks;#endif//// The SteamManager provides a base implementation of St
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using UnityEngine;using System;using Steamworks;#if UNITY_EDITORusing UnityEditor;#endif/* By Alvaro Urrutia Luna (Alverik)* Custom action to* Unlock Steam achievements.*/namespace AC{[System.Serializ
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionSetInvString : Action { public override ActionCategory Category { get {
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckState : ActionCheck { public override ActionCategory Category { ge