-
() == DragState.None) { #if UNITY_EDITOR || UNITY_STANDALONE Vector2 position = Input.mousePosition; #else Vector2 position = Input.GetTouch (0).pos
-
using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionChangeLanguage : Action { // Declare p
-
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifusing System.Collections.Generic;namespace AC{ [System.Serializable] public class ActionTagSet : Action { public GameObject ob
-
case PlatformType.Editor: #if UNITY_EDITOR return true; #else return false;
-
using UnityEngine;using Naninovel;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ public enum VarType { Integer, Float, String }; public enum SetMethod { SetValue, Variable }; public en
-
as normal. */ Run (); } #if UNITY_EDITOR public override void ShowGUI () { // Action-specific Inspector GUI code here variableName = EditorGUILayout.TextFiel
-
using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionTemplate : Action { public GameObject
-
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionChangeFontColor : Action { // Declare variables here public stri
-
using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class CompVarToParameter : Action { public overrid
-
using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class PropertyToParameter : Action { public overri
-
using UnityEngine;using Opsive.UltimateInventorySystem;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionUISCheck : ActionCheck { public ov
-
return false; } #if UNITY_EDITOR public override void ShowGUI(List<ActionParameter> parameters) { isPlayer = EditorGUIL
-
/* * * Adventure Creator * by Chris Burton, 2013-2023 * * "ActionTemplate.cs" * * This is a blank action template. * */using UnityEngine;using System.Collections.Generic;#if
-
using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPropToParam : Action { public override
-
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…
-
/* * * Adventure Creator * by Chris Burton, 2013-2016 * * "ActionTemplate.cs" * * This is a blank action template. * */using UnityEngine;using System.Collections;#if UNITY_ED
-
public string inputName = "FlashHold";private void Update (){ if (isInGameplay) { #if UNITY_EDITOR if (KickStarter.playerInput.InputGetButtonDown (inputName))
-
().highlight = highlight; } } #if UNITY_EDITOR private void Update () { if (Application.isPlaying) return; Highlight highlight = GetComponent<Hotspot> (
-
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifusing Spine;using Spine.Unity;using System.Collections.Generic;namespace AC{ [System.Serializable] public class ActionAttachmentSetter :
-
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifusing Spine;using Spine.Unity;using System.Collections.Generic;namespace AC{ [System.Serializable] public class ActionAttachmentSetter :