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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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().highlight = highlight; } } #if UNITY_EDITOR private void Update () { if (Application.isPlaying) return; Highlight highlight = GetComponent<Hotspot> (
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#if UNITY_EDITORusing UnityEngine;using UnityEditor;namespace AC{ public class ConvertToHotspotWindow : EditorWindow { [MenuItem ("Adventure Creator/Editors/Convert to Hotspot&am
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#if UNITY_EDITORusing UnityEngine;using UnityEditor;namespace AC{ public class ConvertToHotspotWindow : EditorWindow { [MenuItem ("GameObject/Convert to Hotspot", false,
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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.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCharExpression : Action { public bool
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCharExpression : Action { public bool
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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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this file as you see fit.//// Version: 1.0.12#if !(UNITY_STANDALONE_WIN || UNITY_STANDALONE_LINUX || UNITY_STANDALONE_OSX || STEAMWORKS_WIN || STEAMWORKS_LIN_OSX)#define DISABLESTEAMWORKS#endifusing
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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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It can be in Awake, provided its on the PersistentEngine.
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It seems to be because the entire contents of the SaveFileHandler_SystemFile file are wrapped in #if !SAVE_IN_PLAYERPREFS so I can't add the script to the PersistentEngine unless I comment those out b
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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