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UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPlayWWiseEvent : Action { // Declare variables here public string Wwi
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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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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckInputMethod : ActionCheck { public InputMethod inputMethod;
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/** ITranslatable implementation */ public string GetTranslatableString(int index) { InitQuests(); // Normally runs at the starts of the game, initialises all the questlog titles and desc
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public int newTextParameterID = -1;private GameObject runtimeObjectToAffect;override public void AssignValues (List<ActionParameter> parameters){ runtimeObjectToAffect = AssignFile (c
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public int newTextParameterID = -1;override public void AssignValues (List<ActionParameter> parameters){ objectToAffect = AssignFile (constantID, objectToAffect); newText = AssignS
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override public void AssignValues() { objectToAffect = AssignFile(constantID, objectToAffect); } override public float Run () { objectToAffect.GetComp
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionSetMouseKeyboard : Action { public InputMethod newInputMethod = InputMe
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[System.Serializable]public class ActionSetMouseKeyboard : Action{ // Declare variables here public ActionSetMouseKeyboard () { this.isDisplayed = true; category = ActionCategor
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#if UNITY_EDITOR [UnityEditor.MenuItem("CONTEXT/ActionList/Force Run")] public static void ForceInteract(UnityEditor.MenuCommand menuCommand) { var _actionList = menu
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCameraCheck : ActionCheck { public _Camera cameraToCheck; public
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It works with all #if UNITY_EDITOR, #endif lines removed from both code snippets.
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return false; } #endif if (KickStarter.playerMenus.EventSystem.IsPointerOverGameObject ()) { return true; } }
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using UnityEngine;using UnityEngine.Video;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionVideoScrub : Action { public VideoPlayer videoP
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionDocWait : Action { public ActionDocWait () { this.isD
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y, color.linear); #endif } } } crossfadeTexture.Apply (); ResetMoving ();
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifusing Opsive.UltimateCharacterController.Inventory;namespace AC{ [System.Serializable] public class ActionPickUp : Action { [S
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namespace AC{ [System.Serializable] public class ActionThrowObjectAtPlayer : Action { // Declare variables here public GameObject objectToThrow; public GameObject spawnPo
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionParamPopUp : ActionCheckMultiple { pub