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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifusing Spine;using Spine.Unity;using System.Collections.Generic;namespace AC{ [System.Serializable] public class ActionAttachmentSetter :
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckTransform : ActionCheck { public GameObject objectToCheck;
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifusing Spine;using Spine.Unity;namespace AC{ [System.Serializable] public class ActionAttachmentSetter : Action { public overri
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionSkinSetter : Action { public override ActionCategory Category { get { r
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bool UnityUIBlocksClick (){ #if !UNITY_EDITOR if (KickStarter.settingsManager.inputMethod == InputMethod.TouchScreen) { if (Input.touchCount > 0 && Input.GetTouc
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using UnityEngine;using System;using Steamworks;#if UNITY_EDITORusing UnityEditor;#endif/* By Alvaro Urrutia Luna (Alverik)* Custom action to* Unlock Steam achievements.*/namespace AC{ [System.Seri
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|| STEAMWORKS_LIN_OSX)#define DISABLESTEAMWORKS#endifusing UnityEngine;#if !DISABLESTEAMWORKSusing System.Collections;using Steamworks;#endif//// The SteamManager provides a base implementation of St
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using UnityEngine;using System;using Steamworks;#if UNITY_EDITORusing UnityEditor;#endif/* By Alvaro Urrutia Luna (Alverik)* Custom action to* Unlock Steam achievements.*/namespace AC{[System.Serializ
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionSetInvString : Action { public override ActionCategory Category { get {
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckState : ActionCheck { public override ActionCategory Category { ge
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public GameObject objectToAffect; public Renderer renderer; protected SortingGroup sortingGroup; public int newSortingOrder; public int parameterID = -1; private
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionSceneNext : Action { public bool assig
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Slate provides a very basic integration with AC. Only able to run the cutscene.
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionTransferDirection : Action { public override ActionCategory Category {
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public Bank mySoundBank; public enum loadUnload { Load, Unload }; public loadUnload bankEvent; public override float Run () { if (bankEvent == loadUnload.Load) {
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using UnityEngine;#if AddressableIsPresentusing System.Collections;using UnityEngine.ResourceManagement.AsyncOperations;using UnityEngine.AddressableAssets;#endifnamespace AC{ [AddComponentMenu (&a
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using System.Collections.Generic;using UnityEngine;using UnityEditor;namespace AC{ [System.Serializable] public class ActionRunMultipleAnimators : Action { public override ActionCatego
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I made a custom action based off the Object: Animate action that allows me to call multiple animators in the same action. The action works except for the fact that whenever I open Unity, the action d…
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ChangeCursorsAction : Action { // Declare pr
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Hi Chris, I hope you can help me. So I am looking to switch the Unity UI Cursor rendering depending on witch player character is currently active. I had this all set up working well when using Softwa…