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= i != index; } return 0f; }#if UNITY_EDITOR public override void ShowGUI() { index = UnityEditor.EditorGUILayout.Popup("Menu to show:", index, menus);
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void SetFullscreen(bool fullscreen) { #if UNITY_ANDROID && !UNITY_EDITOR AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer&
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#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPlatformCheckNew : ActionCheck { public enum PlatformTypeNew { Desktop, Switch, Playstati
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using UnityEngine;using Naninovel;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPlayNaninovelScript : Action { public string ScriptName
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void Skip () { Run (); } #if UNITY_EDITOR public override void ShowGUI () { // Action-specific Inspector GUI code here } public override string SetLabel () {
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#if UNITY_EDITORreturn ACEditorPrefs.ActionNodeWidth;#elsereturn 300;#endif
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using UnityEngine;using System.Collections.Generic;using AC;public class ReferencerExample : MonoBehaviour, iActionListAssetReferencer{ #if UNITY_EDITOR public List<ActionListAsset>
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using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionFlashHotSpots : Action
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using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionFlashHotSpots : Action
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using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionHoldToFlashHotspots : A
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using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionHoldToFlashHotspots : A
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using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionHoldToFlashHotspots : A
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public static string PersistentDataPath { get { if (string.IsNullOrEmpty (persistentDataPath)) { #if UNITY_STANDALONE_OSX
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On further testing it made new problems, namely regarding scene switching. The camera would stop smoothly following the player, or switch to a new camera when moving directly.
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== MovementMethod.PointAndClick) return; #if UNITY_2019_2_OR_NEWER if (autoStickPolys == null || autoStickPolys.Length == 0 || autoStickPolys[0].gameObject != KickStarter.sceneSettings.navMesh.
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= PlayerAction.WalkToMarker; #if UNITY_EDITOR UnityEditor.EditorUtility.SetDirty (hotspot); #endif } } } }
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} } // Asset file #if AddressableIsPresent if (KickStarter.settingsManager.saveAssetReferencesWithAddressables) { Addressables.LoadAssetAsync&a
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionContainerCheckFull : ActionCheck { public Container container; p
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckInventoryCategory : ActionCheck {
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Sure Chris! Here it is. Although I have corrected this a little according to my needs. Maybe you could put in adventure wikia if someone needs it