-
using UnityEngine;using AC;public class DynamicInputMethod : MonoBehaviour{ void Awake() {#if UNITY_ANDROID || UNITY_IOS KickStarter.settingsManager.inputMethod = InputMethod.TouchScreen;
-
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…
-
-
using UnityEngine;using System;#if STEAMWORKSusing Steamworks;#endif
-
You can wrap platform-specific code with #if/#endif blocks, i.e.:
-
!= null) { #if UNITY_ANDROID && !UNITY_EDITOR var gpExtensions = CodelessIAPStoreListener.Instance.GetStoreExtensions<IGooglePlayStoreE
-
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckNumVisElements : ActionCheck { public string menuName; publ
-
return parameterLineID; } #if UNITY_EDITOR public void UpdateTranslatableString(int index, string updatedText) { parameterText = updatedTex
-
#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
-
#if UNITY_GDK using System; using System.Collections.Generic; using System.Text; using UnityEngine; using AC; using HR = Unity.XGamingRuntime.HR; namespace WoolleyMountain {
-
#if UNITY_GDK && !UNITY_PS4 && !UNITY_PS5using System.Collections;using UnityEngine;using AC;namespace WoolleyMountain{ public class InitSaveHandlerWhenReady : MonoB
-
#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
-
= i != index; } return 0f; }#if UNITY_EDITOR public override void ShowGUI() { index = UnityEditor.EditorGUILayout.Popup("Menu to show:", index, menus);
-
void SetFullscreen(bool fullscreen) { #if UNITY_ANDROID && !UNITY_EDITOR AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer&
-
#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPlatformCheckNew : ActionCheck { public enum PlatformTypeNew { Desktop, Switch, Playstati
-
using UnityEngine;using Naninovel;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPlayNaninovelScript : Action { public string ScriptName
-
void Skip () { Run (); } #if UNITY_EDITOR public override void ShowGUI () { // Action-specific Inspector GUI code here } public override string SetLabel () {
-
#if UNITY_EDITORreturn ACEditorPrefs.ActionNodeWidth;#elsereturn 300;#endif
-
using UnityEngine;using System.Collections.Generic;using AC;public class ReferencerExample : MonoBehaviour, iActionListAssetReferencer{ #if UNITY_EDITOR public List<ActionListAsset>
-
using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionFlashHotSpots : Action