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#if UNITY_GDKusing System;using System.Collections;using System.Collections.Generic;using System.Text;using UnityEngine;using Unity.XGamingRuntime;using AC;namespace WoolleyMountain{ public class X
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using AC;[System.Serializable]public class ActionRename : Action{ public int index; private readonly string[] menus = new string[] { "Menu1", "Menu2", &qu
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Application.focusChanged += OnFocusChanged; } private void OnFocusChanged(bool hasFocus) { if (hasFocus /*&& !isFullscreen*/) { StartCoroutine(Restore
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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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[System.Serializable]public class ActionIsFullScreen : Action{ // Declare properties here public override ActionCategory Category { get { return ActionCategory.Custom; }} public override stri
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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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#endif #if UNITY_ANDROID persistentDataPath = Application.persistentDataPath; #endif #if UNITY_IPHON
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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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private PolygonCollider2D[] autoStickPolys;protected void SnapToNavMesh2D (){ if (IsMovingAlongPath () || !SceneSettings.IsUnity2D () || KickStarter.sceneSettings == null || KickStarter.sceneSettin
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using UnityEngine;using AC;public class ConvertWalkToSetting : MonoBehaviour{ [ContextMenu ("Convert WalkTos")] void DoConversion () { var hotspots = UnityVersionHand
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+= OnCompleteLoad; } else #endif { ActionListAsset tempAsset = ScriptableObject.CreateInstance<ActionListAsset> (); actionListAsset = 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 {