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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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2); return 0f; } #if UNITY_EDITOR override public void ShowGUI () { // Widget to select the scene game object that holds the emitter eventPath = EditorGUILayout.TextF
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} } return 0f; } #if UNITY_EDITOR public override void ShowGUI () { objectToScale = (GameObject) EditorGUILayout.ObjectField("Object to Scale:&
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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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= UnityObjectToClipPos(input.vertex); #if UNITY_UV_STARTS_AT_TOP float scale = -1.0; #else float scale = 1.0; #endif output.grabcoord
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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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() { Run (); } #if UNITY_EDITOR public override void ShowGUI () { state = UnityEditor.EditorGUILayout.Toggle ("State:", stat
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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