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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckState : ActionCheck { public override ActionCategory Category { ge
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#if UNITY_IOS || UNITY_ANDROID
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void Skip () { Run (); } #if UNITY_EDITOR public override void ShowGUI (List<ActionParameter> parameters) { parameterID = Action.ChooseParameterGUI
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionSceneNext : Action { public bool assig
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Slate provides a very basic integration with AC. Only able to run the cutscene.
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionTransferDirection : Action { public override ActionCategory Category {
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} return 0f; } #if UNITY_EDITOR public override void ShowGUI () { if (this == null) return; var serializedObject = new SerializedObject(this); s
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using UnityEngine;#if AddressableIsPresentusing System.Collections;using UnityEngine.ResourceManagement.AsyncOperations;using UnityEngine.AddressableAssets;#endifnamespace AC{ [AddComponentMenu (&a
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Run (); } } #if UNITY_EDITOR public override void ShowGUI(List<ActionParameter> parameters) { int animatorLength = animator
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I made a custom action based off the Object: Animate action that allows me to call multiple animators in the same action. The action works except for the fact that whenever I open Unity, the action d…
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ChangeCursorsAction : Action { // Declare pr
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Hi Chris, I hope you can help me. So I am looking to switch the Unity UI Cursor rendering depending on witch player character is currently active. I had this all set up working well when using Softwa…
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using UnityEngine;using UnityEngine.UI;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionChangeFontColor : Action { public Text mytext;
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= show; return 0f; } #if UNITY_EDITOR public override void ShowGUI (List<ActionParameter> parameters) { itemParameterID = ChooseParamet
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return 0f; } #if UNITY_EDITOR public override void ShowGUI () { audioMixer = (AudioMixer)UnityEditor.EditorGUILayout.ObjectField ("Master:&a
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as normal. */ Run (); } #if UNITY_EDITOR public override void ShowGUI () { audioMixer = (AudioMixer)EditorGUILayout.ObjectField("Master:", audioMix
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using UnityEngine;using System;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class AC_TriggerEnableDisable : Action {
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#if UNITY_2019_3_OR_NEWERif (GraphicsSettings.currentRenderPipeline){ string pipelineType = GraphicsSettings.currentRenderPipeline.GetType ().ToString (); if (pipelineType.Contains ("Hi
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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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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifusing Spine;using Spine.Unity;namespace AC{ [System.Serializable] public class ActionTemplate : Action { public override Actio