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using UnityEngine;using System.Collections.Generic;using Aura2API;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionApplyResolution : Action {
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expressionID, GetExpressionLabels(character));}#endifstring[] GetExpressionLabels (AC.Char character){ List<string> labelsList = new List<string>(); foreach (Express
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCharAudio : Action { public int charToMoveID = 0; public Char ch
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPlayerWeight : Action { public int layerIndex; public float newW
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using UnityEngine;using System.Collections.Generic;using RootMotion.Dynamics;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionTeleportPM : Action
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UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class DomiFmodSetParameterAction : Action { [SerializeField] private AudioEventDefinition audioEventDefi
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void UpdateCameraProperties(){ maskCamera.CopyFrom( camera ); maskCamera.targetTexture = maskTexture; maskCamera.clearFlags = CameraClearFlags.Nothing; maskCamera.renderingPath = Rendering
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/** This is the text we'll make available for translation */public string text;/** This is the ID number our translatable text will be assigned */public int lineID = -1;public string GetTranslatableSt
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using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class LinkFollow : Action {
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using UnityEngine;using System.Collections;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ public class SetFullWindowedScreenMode : Action { // Declare variables here public
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[TrackBindingType (typeof (AC.Char))] #endif [TrackColor (0.2f, 0.6f, 0.9f)] public class ExpressionTrack : TrackAsset {}}
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using UnityEngine;namespace AC{ [System.Serializable] public class ActionToggleIcon : Action { public int iconID; public bool enable; public ActionToggleIcon () {
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionApplyResolution : Action { public Acti
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionAnimWait : Action { public Animator animator; public int layer;
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionAnimWait : Action { public Animator animator; public int layer;
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using UnityEngine;using System.Collections;using System.Collections.Generic;using Cinemachine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCinem
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionAnimWait : Action { public Animator animator; public int layer;
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using UnityEngine;using Opsive.UltimateCharacterController.Inventory;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionUCCPickup : Action {
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[System.Serializable]public class ActionUCCPickup : Action{ // Declare variables here [SerializeField] protected bool isPlayer; [Tooltip("The character that should pickup the item.&a
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using UnityEngine; using UnityEngine.UI; using System.Collections.Generic; using PowerTools; #if UNITY_EDITOR using UnityEditor; #endif namespace AC {[System.Serializable]publ