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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckConversationOptions : ActionCheck { public override ActionCategory
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifusing Spine;using Spine.Unity;namespace AC{ [System.Serializable] public class ChangeSkinAction : Action { public override Act
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifusing Spine;using Spine.Unity;namespace AC{ [System.Serializable] public class ChangeSkinAction : Action { public override Act
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifusing Spine;using Spine.Unity;namespace AC{ [System.Serializable] public class ChangeSkinAction : Action { public override Act
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== lengthToCheck; } #if UNITY_EDITOR public override void ShowGUI () { stringToCheck = UnityEditor.EditorGUILayout.TextField ("String:", strin
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#if UNITY_EDITOR_OSXpublic const int skipSocketSeparation = 44;#elsepublic const int skipSocketSeparation = 48;#endif
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#if UNITY_2019_3_OR_NEWER if (GraphicsSettings.currentRenderPipeline && GraphicsSettings.currentRenderPipeline.GetType ().ToString ().Contains ("HighDefinition&
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Steamworks;#if UNITY_EDITORusing UnityEditor;#endif/* By Alvaro Urrutia Luna (Alverik)* Edited by Ryan Zollinger (Dr. PUZZLER) to work with Heathen Engineering Steamworks* Custom action to* Unlock St
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionClearLevelData : Action { // Declare p
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You can wrap #if UNITY_EDITOR around Editor-only code, but unless you want to modify the original Menu settings, you shouldn't have to in this case.
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as normal. */ Run (); } #if UNITY_EDITOR public override void ShowGUI () { // Action-specific Inspector GUI code here } public override string SetLabel ()
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using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionSetBreakOutClock : Acti
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Hi all - thanks for stopping by. Apologies in advance if this turns out to be something stupid that I've done/not done - it's my first AC project.
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} } loadedData = true; }#if UNITY_EDITOR public void ShowGUI() { CustomGUILayout.BeginVertical(); rootObject = (GameObject)EditorGUILayout.ObjectField(&quo
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using UnityEngine;using System.Collections.Generic;using Aura2API;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionApplyResolution : Action {
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionApplyResolution : Action { public override ActionCategory Category { ge
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionApplyResolution : Action { public override ActionCategory Category { ge
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionApplyResolution : Action { public override ActionCategory Category { ge
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionApplyResolution : Action { public override ActionCategory Category { ge