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using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionMenuButtonSimulate : Ac
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionSetLipSyncMode : Action { public LipSyncOutput lipSyncOutput; pu
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionSetLipSyncMode : Action { public LipSyncOutput lipSyncOutput; pu
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using UnityEngine;using System.Collections;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionChangeMenuButtonIcon : Action { // Declare var
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using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ public class ActionSpeechMenu : ActionSpeech { private st
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using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ public class ActionSpeechCount : ActionSpeech { public Ac
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;using System.Collections.Generic;#endif
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using UnityEngine;using System.Collections;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionAutoInputMethod : Action { // Declare variable
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using UnityEngine; using System.Collections; #if UNITY_EDITOR using UnityEditor; #endif namespace AC { [System.Serializable] public class ActionMouseInputMethod : Actio
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[System.Serializable]public class QuestCheck : ActionCheck{ // Declare variables here Quest quest; public enum checkType{stage, complete, condtion , specialCheck} public checkType checkQue
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#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{
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#if UNITY_EDITORusing UnityEditor;#endif
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#if UNITY_EDITORusing UnityEditor;#endif
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