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using UnityEngine;using AC;public class DynamicInputMethod : MonoBehaviour{ void Awake() {#if UNITY_ANDROID || UNITY_IOS KickStarter.settingsManager.inputMethod = InputMethod.TouchScreen;
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Ok, great to know. Is there a way to check where AC thinks all the characters are at moment in the game? Like which scenes? I've been using this script, but it only tracks the characters in the curre…
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` // --- AC early scene init hook: seed BEFORE OnStart ActionLists run ---
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using UnityEngine;using System;#if STEAMWORKSusing Steamworks;#endif
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You can wrap platform-specific code with #if/#endif blocks, i.e.:
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= false; #endif } else { GlobalVariables.GetVariable("PlayPassActiveNow").BooleanValue = false; } }
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckNumVisElements : ActionCheck { public string menuName; publ
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[SerializeField] private string parameterText = "My Test String"; private int parameterLineID = -1; public string GetTranslatableString(int index)
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#if UNITY_GDKusing System;using System.Collections;using System.Collections.Generic;using System.Text;using UnityEngine;using Unity.XGamingRuntime;using AC;namespace WoolleyMountain{ public class X
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#if UNITY_GDK using System; using System.Collections.Generic; using System.Text; using UnityEngine; using AC; using HR = Unity.XGamingRuntime.HR; namespace WoolleyMountain {
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#if UNITY_GDK && !UNITY_PS4 && !UNITY_PS5using System.Collections;using UnityEngine;using AC;namespace WoolleyMountain{ public class InitSaveHandlerWhenReady : MonoB
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#if UNITY_GDKusing System;using System.Collections;using System.Collections.Generic;using System.Text;using UnityEngine;using Unity.XGamingRuntime;using AC;namespace WoolleyMountain{ public class X
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using AC;[System.Serializable]public class ActionRename : Action{ public int index; private readonly string[] menus = new string[] { "Menu1", "Menu2", &qu
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Application.focusChanged += OnFocusChanged; } private void OnFocusChanged(bool hasFocus) { if (hasFocus /*&& !isFullscreen*/) { StartCoroutine(Restore
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#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPlatformCheckNew : ActionCheck { public enum PlatformTypeNew { Desktop, Switch, Playstati
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using UnityEngine;using Naninovel;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPlayNaninovelScript : Action { public string ScriptName
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[System.Serializable]public class ActionIsFullScreen : Action{ // Declare properties here public override ActionCategory Category { get { return ActionCategory.Custom; }} public override stri
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#if UNITY_EDITORreturn ACEditorPrefs.ActionNodeWidth;#elsereturn 300;#endif
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using UnityEngine;using System.Collections.Generic;using AC;public class ReferencerExample : MonoBehaviour, iActionListAssetReferencer{ #if UNITY_EDITOR public List<ActionListAsset>