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= !enable; return 0f; }#if UNITY_EDITOR public override void ShowGUI() { toggleMotion = (ToggleType)UnityEditor.EditorGUILayout.EnumPopup("Motion:", toggleMot
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using UnityEngine;#if ENABLE_INPUT_SYSTEMusing UnityEngine.InputSystem;#endifusing AC;namespace StarterAssets{ public class StarterAssetsInputs_AC : StarterAssetsInputs { public bool acTu
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#if UNITY_EDITOR if (KickStarter.settingsManager.inputMethod == InputMethod.MouseAndKeyboard || KickStarter.settingsManager.inputMethod == InputMethod.TouchScreen)#else if (KickStarter.settingsM
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using UnityEngine;#if ENABLE_INPUT_SYSTEMusing UnityEngine.InputSystem;#endifusing AC;namespace StarterAssets{ public class StarterAssetsInputs_AC : StarterAssetsInputs { public bool forc
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using UnityEngine;#if ENABLE_INPUT_SYSTEMusing UnityEngine.InputSystem;#endifusing AC;namespace StarterAssets{ public class StarterAssetsInputs_AC : StarterAssetsInputs { public bool forc
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#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionAutoStartObjectives : Action { public int categoryID; public override ActionCatego
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runtimeHotspot.IsOn (); }#if UNITY_EDITOR public override void ShowGUI(List<ActionParameter> parameters) { ComponentField("Hotspot to check:&
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC.Downloads.ArticyDraft{ public class ActionArticy : Action { public int constantID =
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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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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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!= null) { #if UNITY_ANDROID && !UNITY_EDITOR var gpExtensions = CodelessIAPStoreListener.Instance.GetStoreExtensions<IGooglePlayStoreE
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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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return parameterLineID; } #if UNITY_EDITOR public void UpdateTranslatableString(int index, string updatedText) { parameterText = updatedTex
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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