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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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#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionTogglePlayerRun : Action { public ActionTogglePlayerRun () { this.isDis
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#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionTogglePlayerRun : Action { public ActionTogglePlayerRun () { this.isDis
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public virtual void SelectInputBox (MenuInput input){ selectedInputBox = input; // Mobile keyboard #if (UNITY_IPHONE || UNITY_ANDROID) && !UNITY_EDITOR TouchScreenKeyboardT
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using UnityEngine;using AC;public class HotspotDescription : MonoBehaviour, ITranslatable{ [SerializeField] private string description; [HideInInspector] [SerializeField] private int description
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionExamineItem : Action { public ActionExamineItem () {
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionEndConversation : Action { public ActionEndConversation () {
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UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckTransform : ActionCheck { // Declare variables here public GameObject objectToCh
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPlayWWiseEvent : Action { public string WwiseEvent; public GameO