-
#if UNITY_WEBPLAYER || UNITY_WINRT || UNITY_WII || UNITY_PS4 || UNITY_WSA || UNITY_WEBGL#define SAVE_IN_PLAYERPREFS#endif
-
} void Update () { #if UNITY_EDITOR if (Input.GetMouseButtonUp (0)) #else if (Input.touchCount == 1 && Input.GetTouch (0).phase == TouchPhase.Ended)
-
using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionFindObjectAndToggleComp
-
using UnityEngine;using AC;public class TapUpInteract : MonoBehaviour{ void Update () { #if UNITY_EDITOR if (Input.GetMouseButtonUp (0)) #else if (Input.touchCount ==
-
myScriptableObject.GetTranslationID (index); #if UNITY_EDITOR public void UpdateTranslatableString (int index, string updatedText) { myScriptableObject.UpdateTranslatableString (index
-
using UnityEngine;using System.Collections.Generic;using AC;using UnityEngine.UI;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{[System.Serializable]public class ActionShiftEmail1Down: Action{
-
} } #if UNITY_EDITOR override public void ShowGUI() { enableCursorOptions = EditorGUILayout.Toggle("Enable Cursor Options", enableCursorOptions); em
-
using UnityEngine;using AC;public class AutoAddConversationIconsEditorTool : MonoBehaviour{ public Conversation conversation; public Texture2D[] icons; public string testName; public Actio
-
[ContextMenu("Populate")] public void Populate() { foreach (Texture2D icon in icons) { ButtonDialog newOption = new ButtonDialog(conversation.GetIDArra
-
using UnityEngine;using AC;public class AutoAddConversationIcons : MonoBehaviour{ public Conversation conversation; public Texture2D[] icons; [ContextMenu ("Populate")] p
-
using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifusing Epic.OnlineServices;using Epic.OnlineServices.Achievements;using Epic.OnlineServices.Ecom;using Epic.On
-
-
using System.Collections.Generic;using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckConversationOptions : ActionCheck {
-
2); return 0f; } #if UNITY_EDITOR override public void ShowGUI () { // Widget to select the scene game object that holds the emitter eventPath = EditorGUILayout.TextF
-
using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionFlashHotSpots : Action { public float
-
I'm trying to learn how custom script actions work, but I ran into a problem. Here I have a script that I put together, but it won't show the parameters in the Action List at all. Also, the title in …
-
= UnityObjectToClipPos(input.vertex); #if UNITY_UV_STARTS_AT_TOP float scale = -1.0; #else float scale = 1.0; #endif output.grabcoord
-
using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif namespace AC { [System.Serializable] public class ActionApplyResolution : Action { public o
-
using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ChangePlayerAction : Action { public
-
() { Run (); } #if UNITY_EDITOR public override void ShowGUI () { state = UnityEditor.EditorGUILayout.Toggle ("State:", stat