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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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index) { return descriptionID; } #if UNITY_EDITOR public void UpdateTranslatableString (int index, string updatedText) { description = updatedText; } public int Get
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return 0f; } #if UNITY_EDITOR override public void ShowGUI () { camNo = EditorGUILayout.IntField("Camera Index",camNo);
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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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UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckTransform : ActionCheck { // Declare v
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPlayWWiseEvent : Action { public string WwiseEvent; public GameO
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by Pete Brisbourne 2020 * */using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPlayWWiseEvent : Action { // Declare var
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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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return questTitleID[index]; } } #if UNITY_EDITOR /** Note: These functions are placed in UNITY_EDITOR as they only need accessing from within the Speech Manager, outside of runtim
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= newText; return 0f;}#if UNITY_EDITORoverride public void ShowGUI (List<ActionParameter> parameters){ objectToAffect = (GameObject)EditorGUILayout.ObjectField("GameObjec
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= newText; return 0f;}#if UNITY_EDITORoverride public void ShowGUI (List<ActionParameter> parameters){ objectToAffect = (GameObject)EditorGUILayout.ObjectField("GameObjec
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() { Run (); } #if UNITY_EDITOR override public void ShowGUI () { // Action-specific Inspector GUI code here objectToAffect = (Gam
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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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public void Skip () { Run (); } #if UNITY_EDITOR override public void ShowGUI () { // Action-specific Inspector GUI code here AfterRunningOption (); } publi
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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