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using UnityEngine;using AC;using StarterAssets;[System.Serializable]public class ActionTogglePlayerMotion : Action{ public override ActionCategory Category { get { return ActionCategory.Custom; } }
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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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using System.Collections.Generic;namespace AC{ [System.Serializable] public class ActionHotspotCheck : ActionCheck { public int parameterID = -1; public int constantID = 0;
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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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` // --- 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