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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
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return descriptionLineID; } #if UNITY_EDITOR public void UpdateTranslatableString (int index, string updatedText) { if (index == 0) {
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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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as normal. */ Run (); } #if UNITY_EDITOR public override void ShowGUI () { speakingCharacter = (GameObject)EditorGUILayout.ObjectField("Speech Child Object
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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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#if UNITY_WEBGL && !UNITY_EDITORif (playableScreenRect.width == 0 && Time.time > 0f) RecalculateRects ();#elseif (playableScreenRect.width == 0) RecalculateRects
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override void Skip() { Run(); }#if UNITY_EDITOR public override void ShowGUI(List<ActionParameter> parameters) { parameterID = Action.ChooseParameterGUI(&q
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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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void Skip () { Run (); } #if UNITY_EDITOR public override void ShowGUI () { // Action-specific Inspector GUI code here AfterRunningOption (); } public overr
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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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void Skip () { Run (); } #if UNITY_EDITOR public override void ShowGUI () { // Action-specific Inspector GUI code here objectToAffect = (GameObject)EditorGUILayou
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Instead I edited the TakeOverlayScreenshot function in MainCamera.cs and instead of checking the KickStarter.settingsManager.linearColorTextures value, I just wrap the SetPixel code in a #if UNITY_SWI
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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_WEBGL && !UNITY_EDITOR