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as normal. */ Run (); } #if UNITY_EDITOR public override void ShowGUI () { // Action-specific Inspector GUI code here variableName = EditorGUILayout.TextFiel
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionTemplate : Action { public GameObject
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionChangeFontColor : Action { // Declare variables here public stri
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class CompVarToParameter : Action { public overrid
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class PropertyToParameter : Action { public overri
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using UnityEngine;using Opsive.UltimateInventorySystem;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionUISCheck : ActionCheck { public ov
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return false; } #if UNITY_EDITOR public override void ShowGUI(List<ActionParameter> parameters) { isPlayer = EditorGUIL
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/* * * Adventure Creator * by Chris Burton, 2013-2023 * * "ActionTemplate.cs" * * This is a blank action template. * */using UnityEngine;using System.Collections.Generic;#if
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPropToParam : Action { public override
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Just updated the wiki with a new action to change WWise RTPC int value game parameters. (for example, I have music playing during the splash screen. When the main menu loads, I send an rtpc call to r…
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/* * * Adventure Creator * by Chris Burton, 2013-2016 * * "ActionTemplate.cs" * * This is a blank action template. * */using UnityEngine;using System.Collections;#if UNITY_ED
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public string inputName = "FlashHold";private void Update (){ if (isInGameplay) { #if UNITY_EDITOR if (KickStarter.playerInput.InputGetButtonDown (inputName))
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().highlight = highlight; } } #if UNITY_EDITOR private void Update () { if (Application.isPlaying) return; Highlight highlight = GetComponent<Hotspot> (
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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;#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;#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