-
using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckInventoryCategory : ActionCheck {
-
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
-
#if UNITY_2019_4_OR_NEWER if (settingsManager.events != null) { foreach (EventBase _event in settingsManager.events) {
-
using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPathType : Action { public int constan
-
keyboard available for this platform.");#endif } } else { Debug.Log("No controller detected, keyboard input expected."); }
-
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionSetInvAppearType : Action { public override ActionCategory Category { g
-
using UnityEngine;using System.Collections;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionFrameFlipOnOff: Action { // Declare variables
-
return; } #endif RuntimeAnimatorController runtimeAnimatorController = AssetLoader.RetrieveAsset (Animator.runtimeAnimatorController, data.controllerID
-
using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionRename : ActionCheck { public int cons
-
Hi. If I understand correctly, PlayerPrefs uses the Xbox API under the hood (According to official Unity support in the Unity Game Core forums). So I think I could just use AC's Save system as is wit…
-
using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionFlashHotSpots : Action
-
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckPlayerMove : ActionCheck { public override ActionCategory Category
-
using UnityEngine;using AC;[HelpURL("https://www.adventurecreator.org/scripting-guide/class_a_c_1_1_custom_translatable_example.html")]public class TranslatableLookAtParameter : Mono
-
using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifusing HutongGames.PlayMaker;using AC;[System.Serializable]public class ActionBroadcastPlayMakerEvent : AC.Act
-
using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionFindObjectAndToggleComp
-
using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionFindObjectAndToggleComp
-
UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPlayMaker : Action { public bool isPlayer; public int playerID = -1; public in
-
using System.Globalization;using System.Threading;using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endif#if UNITY_EDITOR[InitializeOnLoad]public static class FixCultureEditor{ static FixCulture
-
using UnityEngine; using System.Collections.Generic; #if UNITY_EDITOR using UnityEditor; #endif namespace AC { [System.Serializable] public class ActionBrightnessOption
-
using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionChangeMainCursor : Acti