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using UnityEngine;using AC;public class AutoAddConversationIconsEditorTool : MonoBehaviour{ public Conversation conversation; public Texture2D[] icons; public string testName; public Actio
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[ContextMenu("Populate")] public void Populate() { foreach (Texture2D icon in icons) { ButtonDialog newOption = new ButtonDialog(conversation.GetIDArra
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using UnityEngine;using AC;public class AutoAddConversationIcons : MonoBehaviour{ public Conversation conversation; public Texture2D[] icons; [ContextMenu ("Populate")] p
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifusing Epic.OnlineServices;using Epic.OnlineServices.Achievements;using Epic.OnlineServices.Ecom;using Epic.On
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using System.Collections.Generic;using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckConversationOptions : ActionCheck {
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[System.Serializable]public class ActionFMODPlay : Action{ // Intensity of the emitter public float intensity; // Event Path public string eventPath; // Event Instance public FMOD.St
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionFlashHotSpots : Action { public float
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I'm trying to learn how custom script actions work, but I ran into a problem. Here I have a script that I put together, but it won't show the parameters in the Action List at all. Also, the title in …
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#else float scale = 1.0; #endif output.grabcoord = (float2(output.vertex.x, output.vertex.y * scale) + output.vertex.w) * 0.5; output.texcoord = input.te
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using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif namespace AC { [System.Serializable] public class ActionApplyResolution : Action { public o
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ChangePlayerAction : Action { public
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using UnityEngine;namespace AC{ [System.Serializable] public class ActionRootMotion : Action { public bool state; public override ActionCategory Category { get { return ActionCa
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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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using UnityEngine;using TMPro;using AC;public class CustomTMProTranslatable : MonoBehaviour, ITranslatable{ public TextMeshProUGUI textBox; public int recordedLineID = -1; public string GetTr
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UnityEditor;using UnityEditor.SceneManagement;#endifnamespace AC{ [System.Serializable] public class ActionDoOnce : Action { public int variableID; protected GVar runtimeVariab
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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