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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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return false; } } #if UNITY_EDITOR override public void ShowGUI () { // Action-specific Inspector GUI code here. The "Condition is met" / &
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@Teshla: Thanks for pointing those out. Unnused namespaces were automatically removed, but it seems the #if lines weren't. It shouldn't affect the optimisation of builds, however.
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in some places, there are leftovers of empty #if UNITY_EDITOR... that being: tk2DIntegration.cs, VarPreset.cs, ACDebug.cs, GameCamera25D.cs, ActionCheckTemplate.cs
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#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{
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#if !UNITY_5_0 && (UNITY_5 || UNITY_2017) && (UNITY_STANDALONE || UNITY_ANDROID || UNITY_IOS)
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#if UNITY_EDITORusing UnityEditor;#endif
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#if UNITY_EDITORusing UnityEditor;#endif
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