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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;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionTransformSet : Action { public GameObj
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#if UNITY_EDITORusing UnityEditor;#endifusing System.Collections.Generic;using UnityEngine;namespace AC{ [System.Serializable] public class ActionSceneEntrySetup : Action { // --- Came
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#if UNITY_EDITORusing UnityEditor;using UnityEngine;using AC;[InitializeOnLoad]public static class Auto25DBackgroundOnSelect{ static Auto25DBackgroundOnSelect() { Selection.selectionChang
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using UnityEngine;using System.Collections;using System.Collections.Generic;using RootMotion.FinalIK;#if UNITY_EDITORusing UnityEditor;#endif namespace AC { [System.Serializable] public class Fi
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using System.Collections.Generic;using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckConversationOnlyBye : ActionCheck {
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} } return 0f; }#if UNITY_EDITOR public override void ShowGUI () { conversation = (Conversation) UnityEditor.EditorGUILayout.ObjectField(&
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(int index) => myCustomLineID; #if UNITY_EDITOR public int GetNumTranslatables () => 1; public bool CanTranslate (int index) => textBox && !string.IsNull
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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