-
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
-
} else {#if UNITY_PS4 Sony.PS4.Input.PS4Input.OpenOnScreenKeyboard(0, Sony.PS4.Input.PS4Input.OnScreenKeyboardType.Default, "");#elif
-
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
-
loadedData = true; if (!string.IsNullOrEmpty (data.controllerID) && Animator && saveController) { #if AddressableIsPresent if (true)
-
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
-
index) { return parameterLineID; }#if UNITY_EDITOR public void UpdateTranslatableString(int index, string updatedText) { parameterText = updatedText; } public int GetN
-
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
-
it lacked this line: in #If Unity Editor, being PlayMakerIsPresent etc.
-
UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPlayMaker : Action { public bool isPlayer;
-
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