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System.Linq;using Assets.Domi.Scripts.Audio;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class DomiFmodSetParameterAction : Action { [SerializeFi
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void UpdateCameraProperties(){ maskCamera.CopyFrom( camera ); maskCamera.targetTexture = maskTexture; maskCamera.clearFlags = CameraClearFlags.Nothing; maskCamera.renderingPath = Rendering
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to store the translation ID return lineID;}#if UNITY_EDITOR/** Note: These functions are placed in UNITY_EDITOR as they only need accessing from within the Speech Manager, outside of runtime */pub
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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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UPDATE: I think I might go for simply removing the AC cycle, having small flags buttons in the Options and disable the un-wanted language buttons via script with a #if definition when building for spe
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two projects. For instance using "#if DISABLECHINESE". So when I build for one platform I've all the languages, when I build for another one, I deactivate some.
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using UnityEngine.Timeline;namespace AC{ [TrackClipType (typeof (ExpressionShot))] #if UNITY_2018_3_OR_NEWER [TrackBindingType (typeof (AC.Char), TrackBindingFlags.None)] #else [TrackBi
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(); } } #if UNITY_EDITOR public override void ShowGUI () { iconID = UnityEditor.EditorGUILayout.IntField ("Cursor icon ID:", iconID
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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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as normal. */ Run (); } #if UNITY_EDITOR public override void ShowGUI () { // Action-specific Inspector GUI code here isPlayer = EditorGUILayout.Toggle(&
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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
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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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protected virtual bool UnityUIBlocksClick () { if (KickStarter.settingsManager.unityUIClicksAlwaysBlocks) { #if !UNITY_EDITOR if (KickStarter