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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
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= i != index; } return 0f; }#if UNITY_EDITOR public override void ShowGUI() { index = UnityEditor.EditorGUILayout.Popup("Menu to show:", index, menus);
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void SetFullscreen(bool fullscreen) { #if UNITY_ANDROID && !UNITY_EDITOR AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer&
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#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPlatformCheckNew : ActionCheck { public enum PlatformTypeNew { Desktop, Switch, Playstati
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using UnityEngine;using Naninovel;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPlayNaninovelScript : Action { public string ScriptName
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void Skip () { Run (); } #if UNITY_EDITOR public override void ShowGUI () { // Action-specific Inspector GUI code here } public override string SetLabel () {
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#if UNITY_EDITORreturn ACEditorPrefs.ActionNodeWidth;#elsereturn 300;#endif
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using UnityEngine;using System.Collections.Generic;using AC;public class ReferencerExample : MonoBehaviour, iActionListAssetReferencer{ #if UNITY_EDITOR public List<ActionListAsset>
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using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionFlashHotSpots : Action
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using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionFlashHotSpots : Action
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using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionHoldToFlashHotspots : A
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using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionHoldToFlashHotspots : A
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using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionHoldToFlashHotspots : A
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public static string PersistentDataPath { get { if (string.IsNullOrEmpty (persistentDataPath)) { #if UNITY_STANDALONE_OSX