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public static bool CursorLock{ get { #if UNITY_5 return (Cursor.lockState == CursorLockMode.Locked) ? true : false; #else return Screen.lockCursor; #endif }
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCopyMaterial : Action { public GameObj
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// return false; } #endif if (KickStarter.settingsManager.inputMethod == InputMethod.TouchScreen || KickStarter.settingsManager.movemen
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using UnityEngine;using System.Collections;namespace AC{ public class Achievement : MonoBehaviour, ITranslatable { public string label; public int labelLineID = -1; public s
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionChangeSpeechChildPos : Action { public
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionChangeSpeechChildPos : Action { public
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Hello Adventure Creator community;
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionMenuElementColor : Action { public str
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== 0) RecalculateRects ();#endif
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[System.Serializable]public class ActionChangeSortOrder : Action{ public GameObject objectToAffect; public string layerName; public int sortingOrder; public int parameterID = -1; privat
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public static int CurrentSceneIndex{ get { #if UNITY_EDITOR && UNITY_2019_3_OR_NEWER if (UnityEditor.EditorSettings.enterPlayModeOptions.HasFlag (UnityEditor.EnterP
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class AddStrength : Action { public int strengthIn
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[System.Serializable]public class AddStrength : Action{ // Declare variables here public AddStrength() { this.isDisplayed = true; category = ActionCategory.Custom; title
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using UnityEngine;using Chronos;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionGlobalClock : Action { public Clock GameClockToEffect;
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[System.Serializable]public class ActionLocalClock : Action{ // Declare variables here public GameObject objectToAffect; public float newTimeScale; public float LerpDuration; //public s
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public override void ShowGUI(List<ActionParameter> parameters) { option = (OverrideOption)EditorGUILayout.EnumPopup("Option:", option); switch (option)
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPlayerSceneCheck : ActionCheck { publi
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using UnityEngine; using AC;
#if !(UNITY_5_1 || UNITY_5_2 || UNITY_5_3) using UnityEngine.SceneManagement;
#endif namespace Opsive.ThirdPersonController.ThirdParty.AdventureCreator
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionSpriteLayer : Action { public GameObject gameObject; public int
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