-
#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionTogglePlayerRun : Action { public ActionTogglePlayerRun () { this.isDis
-
#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionTogglePlayerRun : Action { public ActionTogglePlayerRun () { this.isDis
-
public virtual void SelectInputBox (MenuInput input){ selectedInputBox = input; // Mobile keyboard #if (UNITY_IPHONE || UNITY_ANDROID) && !UNITY_EDITOR TouchScreenKeyboardT
-
using UnityEngine;using AC;public class HotspotDescription : MonoBehaviour, ITranslatable{ [SerializeField] private string description; [HideInInspector] [SerializeField] private int description
-
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionExamineItem : Action { public ActionExamineItem () {
-
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionEndConversation : Action { public ActionEndConversation () {
-
UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckTransform : ActionCheck { // Declare variables here public GameObject objectToCh
-
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPlayWWiseEvent : Action { public string WwiseEvent; public GameO
-
UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPlayWWiseEvent : Action { // Declare variables here public string Wwi
-
using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCopyMaterial : Action { public GameObj
-
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckInputMethod : ActionCheck { public InputMethod inputMethod;
-
/** ITranslatable implementation */ public string GetTranslatableString(int index) { InitQuests(); // Normally runs at the starts of the game, initialises all the questlog titles and desc
-
public int newTextParameterID = -1;private GameObject runtimeObjectToAffect;override public void AssignValues (List<ActionParameter> parameters){ runtimeObjectToAffect = AssignFile (c
-
public int newTextParameterID = -1;override public void AssignValues (List<ActionParameter> parameters){ objectToAffect = AssignFile (constantID, objectToAffect); newText = AssignS
-
override public void AssignValues() { objectToAffect = AssignFile(constantID, objectToAffect); } override public float Run () { objectToAffect.GetComp
-
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionSetMouseKeyboard : Action { public InputMethod newInputMethod = InputMe
-
[System.Serializable]public class ActionSetMouseKeyboard : Action{ // Declare variables here public ActionSetMouseKeyboard () { this.isDisplayed = true; category = ActionCategor
-
#if UNITY_EDITOR [UnityEditor.MenuItem("CONTEXT/ActionList/Force Run")] public static void ForceInteract(UnityEditor.MenuCommand menuCommand) { var _actionList = menu
-
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCameraCheck : ActionCheck { public _Camera cameraToCheck; public
-
It works with all #if UNITY_EDITOR, #endif lines removed from both code snippets.