Changeset 16582


Ignore:
Timestamp:
Sep 5, 2016, 5:33:33 PM (3 years ago)
Author:
mferreira
Message:

Added graphic changes

Location:
internals/2016/screencastmultiplayergame_control/trunk/SharedApp/MultiplayerGame
Files:
43 added
144 edited

Legend:

Unmodified
Added
Removed
  • internals/2016/screencastmultiplayergame_control/trunk/SharedApp/MultiplayerGame/Assembly-CSharp-Editor-vs.csproj

    r16575 r16582  
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  • internals/2016/screencastmultiplayergame_control/trunk/SharedApp/MultiplayerGame/Assembly-CSharp-Editor.csproj

    r16575 r16582  
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  • internals/2016/screencastmultiplayergame_control/trunk/SharedApp/MultiplayerGame/Assembly-CSharp-firstpass-vs.csproj

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     22        <DefineConstants>DEBUG;TRACE;UNITY_5_1_2;UNITY_5_1;UNITY_5;ENABLE_NEW_BUGREPORTER;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_PHYSICS_PHYSX3;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_UNET;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_LICENSE;ENABLE_AUDIOMIXER_SUSPEND;ENABLE_EDITOR_METRICS;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;INCLUDE_DIRECTX12;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_LOCALIZATION;UNITY_ANDROID;UNITY_ANDROID_API;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_EGL;ENABLE_NETWORK;ENABLE_RUNTIME_GI;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN</DefineConstants>
    2323        <ErrorReport>prompt</ErrorReport>
    2424        <WarningLevel>4</WarningLevel>
     
    4040        <Reference Include="System.Xml.Linq" />
    4141        <Reference Include="UnityEngine">
    42           <HintPath>/Applications/Unity5.1.2f1/Unity5.1.2f1.app/Contents/Frameworks/Managed/UnityEngine.dll</HintPath>
     42          <HintPath>C:/Program Files/Unity5.1.2/Editor/Data/Managed/UnityEngine.dll</HintPath>
    4343        </Reference>
    4444        <Reference Include="UnityEditor">
    45           <HintPath>/Applications/Unity5.1.2f1/Unity5.1.2f1.app/Contents/Frameworks/Managed/UnityEditor.dll</HintPath>
     45          <HintPath>C:/Program Files/Unity5.1.2/Editor/Data/Managed/UnityEditor.dll</HintPath>
    4646        </Reference>
    4747  </ItemGroup>
     
    7474     <None Include="Assets\GooglePlayGames\Editor\template-Constants.txt" />
    7575 <Reference Include="UnityEngine.UI">
    76  <HintPath>/Applications/Unity5.1.2f1/Unity5.1.2f1.app/Contents/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
     76 <HintPath>C:/Program Files/Unity5.1.2/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
    7777 </Reference>
    7878 <Reference Include="UnityEngine.Networking">
    79  <HintPath>/Applications/Unity5.1.2f1/Unity5.1.2f1.app/Contents/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll</HintPath>
     79 <HintPath>C:/Program Files/Unity5.1.2/Editor/Data/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll</HintPath>
    8080 </Reference>
    8181 <Reference Include="UnityEngine.Analytics">
    82  <HintPath>/Applications/Unity5.1.2f1/Unity5.1.2f1.app/Contents/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll</HintPath>
     82 <HintPath>C:/Program Files/Unity5.1.2/Editor/Data/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll</HintPath>
    8383 </Reference>
    8484 <Reference Include="UnityEditor.iOS.Extensions.Xcode">
    85  <HintPath>/Applications/Unity5.1.2f1/Unity5.1.2f1.app/Contents/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.Xcode.dll</HintPath>
     85 <HintPath>C:/Program Files/Unity5.1.2/Editor/Data/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.Xcode.dll</HintPath>
    8686 </Reference>
    8787  </ItemGroup>
  • internals/2016/screencastmultiplayergame_control/trunk/SharedApp/MultiplayerGame/Assembly-CSharp-firstpass.csproj

    r16575 r16582  
    2020        <Optimize>false</Optimize>
    2121        <OutputPath>Temp\bin\Debug\</OutputPath>
    22         <DefineConstants>DEBUG;TRACE;UNITY_5_1_2;UNITY_5_1;UNITY_5;ENABLE_NEW_BUGREPORTER;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_PHYSICS_PHYSX3;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_UNET;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_LICENSE;ENABLE_AUDIOMIXER_SUSPEND;ENABLE_EDITOR_METRICS;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;INCLUDE_DIRECTX12;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_LOCALIZATION;UNITY_ANDROID;UNITY_ANDROID_API;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_EGL;ENABLE_NETWORK;ENABLE_RUNTIME_GI;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_OSX</DefineConstants>
     22        <DefineConstants>DEBUG;TRACE;UNITY_5_1_2;UNITY_5_1;UNITY_5;ENABLE_NEW_BUGREPORTER;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_PHYSICS_PHYSX3;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_UNET;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_LICENSE;ENABLE_AUDIOMIXER_SUSPEND;ENABLE_EDITOR_METRICS;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;INCLUDE_DIRECTX12;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_LOCALIZATION;UNITY_ANDROID;UNITY_ANDROID_API;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_EGL;ENABLE_NETWORK;ENABLE_RUNTIME_GI;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN</DefineConstants>
    2323        <ErrorReport>prompt</ErrorReport>
    2424        <WarningLevel>4</WarningLevel>
     
    4040        <Reference Include="System.Xml.Linq" />
    4141        <Reference Include="UnityEngine">
    42           <HintPath>/Applications/Unity5.1.2f1/Unity5.1.2f1.app/Contents/Frameworks/Managed/UnityEngine.dll</HintPath>
     42          <HintPath>C:/Program Files/Unity5.1.2/Editor/Data/Managed/UnityEngine.dll</HintPath>
    4343        </Reference>
    4444        <Reference Include="UnityEditor">
    45           <HintPath>/Applications/Unity5.1.2f1/Unity5.1.2f1.app/Contents/Frameworks/Managed/UnityEditor.dll</HintPath>
     45          <HintPath>C:/Program Files/Unity5.1.2/Editor/Data/Managed/UnityEditor.dll</HintPath>
    4646        </Reference>
    4747  </ItemGroup>
     
    7474     <None Include="Assets\GooglePlayGames\Editor\template-Constants.txt" />
    7575 <Reference Include="UnityEngine.UI">
    76  <HintPath>/Applications/Unity5.1.2f1/Unity5.1.2f1.app/Contents/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
     76 <HintPath>C:/Program Files/Unity5.1.2/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
    7777 </Reference>
    7878 <Reference Include="UnityEngine.Networking">
    79  <HintPath>/Applications/Unity5.1.2f1/Unity5.1.2f1.app/Contents/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll</HintPath>
     79 <HintPath>C:/Program Files/Unity5.1.2/Editor/Data/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll</HintPath>
    8080 </Reference>
    8181 <Reference Include="UnityEngine.Analytics">
    82  <HintPath>/Applications/Unity5.1.2f1/Unity5.1.2f1.app/Contents/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll</HintPath>
     82 <HintPath>C:/Program Files/Unity5.1.2/Editor/Data/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll</HintPath>
    8383 </Reference>
    8484 <Reference Include="UnityEditor.iOS.Extensions.Xcode">
    85  <HintPath>/Applications/Unity5.1.2f1/Unity5.1.2f1.app/Contents/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.Xcode.dll</HintPath>
     85 <HintPath>C:/Program Files/Unity5.1.2/Editor/Data/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.Xcode.dll</HintPath>
    8686 </Reference>
    8787  </ItemGroup>
  • internals/2016/screencastmultiplayergame_control/trunk/SharedApp/MultiplayerGame/Assembly-CSharp-vs.csproj

    r16575 r16582  
    2020        <Optimize>false</Optimize>
    2121        <OutputPath>Temp\bin\Debug\</OutputPath>
    22         <DefineConstants>DEBUG;TRACE;UNITY_5_1_2;UNITY_5_1;UNITY_5;ENABLE_NEW_BUGREPORTER;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_PHYSICS_PHYSX3;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_UNET;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_LICENSE;ENABLE_AUDIOMIXER_SUSPEND;ENABLE_EDITOR_METRICS;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;INCLUDE_DIRECTX12;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_LOCALIZATION;UNITY_ANDROID;UNITY_ANDROID_API;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_EGL;ENABLE_NETWORK;ENABLE_RUNTIME_GI;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_OSX</DefineConstants>
     22        <DefineConstants>DEBUG;TRACE;UNITY_5_1_2;UNITY_5_1;UNITY_5;ENABLE_NEW_BUGREPORTER;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_PHYSICS_PHYSX3;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_UNET;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_LICENSE;ENABLE_AUDIOMIXER_SUSPEND;ENABLE_EDITOR_METRICS;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;INCLUDE_DIRECTX12;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_LOCALIZATION;UNITY_ANDROID;UNITY_ANDROID_API;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_EGL;ENABLE_NETWORK;ENABLE_RUNTIME_GI;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN</DefineConstants>
    2323        <ErrorReport>prompt</ErrorReport>
    2424        <WarningLevel>4</WarningLevel>
     
    4040        <Reference Include="System.Xml.Linq" />
    4141        <Reference Include="UnityEngine">
    42           <HintPath>/Applications/Unity5.1.2f1/Unity5.1.2f1.app/Contents/Frameworks/Managed/UnityEngine.dll</HintPath>
     42          <HintPath>C:/Program Files/Unity5.1.2/Editor/Data/Managed/UnityEngine.dll</HintPath>
    4343        </Reference>
    4444        <Reference Include="UnityEditor">
    45           <HintPath>/Applications/Unity5.1.2f1/Unity5.1.2f1.app/Contents/Frameworks/Managed/UnityEditor.dll</HintPath>
     45          <HintPath>C:/Program Files/Unity5.1.2/Editor/Data/Managed/UnityEditor.dll</HintPath>
    4646        </Reference>
    4747  </ItemGroup>
     
    231231     <Compile Include="Assets\Scripts\AddForce.cs" />
    232232     <Compile Include="Assets\Scripts\CameraFollow.cs" />
     233     <Compile Include="Assets\Scripts\CheckCollision.cs" />
     234     <Compile Include="Assets\Scripts\CheckFinishLine.cs" />
    233235     <Compile Include="Assets\Scripts\Chronometer.cs" />
    234236     <Compile Include="Assets\Scripts\CountdownStartGame.cs" />
    235237     <Compile Include="Assets\Scripts\EndRace.cs" />
     238     <Compile Include="Assets\Scripts\FollowCanvasTV.cs" />
    236239     <Compile Include="Assets\Scripts\Game\LocalGameManager.cs" />
    237240     <Compile Include="Assets\Scripts\Game\MotionDetection.cs" />
     
    249252     <Compile Include="Assets\Scripts\MainMenuEvents.cs" />
    250253     <Compile Include="Assets\Scripts\NetworkScript.cs" />
     254     <Compile Include="Assets\Scripts\Score.cs" />
    251255     <Compile Include="Assets\Scripts\ScrollableList.cs" />
    252256     <None Include="Assets\GooglePlayGames\Editor\Podfile.txt" />
     
    256260     <None Include="Assets\GooglePlayGames\Editor\template-Constants.txt" />
    257261 <Reference Include="UnityEngine.UI">
    258  <HintPath>/Applications/Unity5.1.2f1/Unity5.1.2f1.app/Contents/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
     262 <HintPath>C:/Program Files/Unity5.1.2/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
    259263 </Reference>
    260264 <Reference Include="UnityEngine.Networking">
    261  <HintPath>/Applications/Unity5.1.2f1/Unity5.1.2f1.app/Contents/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll</HintPath>
     265 <HintPath>C:/Program Files/Unity5.1.2/Editor/Data/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll</HintPath>
    262266 </Reference>
    263267 <Reference Include="UnityEngine.Analytics">
    264  <HintPath>/Applications/Unity5.1.2f1/Unity5.1.2f1.app/Contents/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll</HintPath>
     268 <HintPath>C:/Program Files/Unity5.1.2/Editor/Data/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll</HintPath>
    265269 </Reference>
    266270 <Reference Include="UnityEditor.iOS.Extensions.Xcode">
    267  <HintPath>/Applications/Unity5.1.2f1/Unity5.1.2f1.app/Contents/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.Xcode.dll</HintPath>
     271 <HintPath>C:/Program Files/Unity5.1.2/Editor/Data/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.Xcode.dll</HintPath>
    268272 </Reference>
    269273  </ItemGroup>
  • internals/2016/screencastmultiplayergame_control/trunk/SharedApp/MultiplayerGame/Assembly-CSharp.csproj

    r16575 r16582  
    2020        <Optimize>false</Optimize>
    2121        <OutputPath>Temp\bin\Debug\</OutputPath>
    22         <DefineConstants>DEBUG;TRACE;UNITY_5_1_2;UNITY_5_1;UNITY_5;ENABLE_NEW_BUGREPORTER;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_PHYSICS_PHYSX3;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_UNET;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_LICENSE;ENABLE_AUDIOMIXER_SUSPEND;ENABLE_EDITOR_METRICS;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;INCLUDE_DIRECTX12;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_LOCALIZATION;UNITY_ANDROID;UNITY_ANDROID_API;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_EGL;ENABLE_NETWORK;ENABLE_RUNTIME_GI;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_OSX</DefineConstants>
     22        <DefineConstants>DEBUG;TRACE;UNITY_5_1_2;UNITY_5_1;UNITY_5;ENABLE_NEW_BUGREPORTER;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_PHYSICS_PHYSX3;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_UNET;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_LICENSE;ENABLE_AUDIOMIXER_SUSPEND;ENABLE_EDITOR_METRICS;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;INCLUDE_DIRECTX12;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_LOCALIZATION;UNITY_ANDROID;UNITY_ANDROID_API;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_EGL;ENABLE_NETWORK;ENABLE_RUNTIME_GI;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN</DefineConstants>
    2323        <ErrorReport>prompt</ErrorReport>
    2424        <WarningLevel>4</WarningLevel>
     
    4040        <Reference Include="System.Xml.Linq" />
    4141        <Reference Include="UnityEngine">
    42           <HintPath>/Applications/Unity5.1.2f1/Unity5.1.2f1.app/Contents/Frameworks/Managed/UnityEngine.dll</HintPath>
     42          <HintPath>C:/Program Files/Unity5.1.2/Editor/Data/Managed/UnityEngine.dll</HintPath>
    4343        </Reference>
    4444        <Reference Include="UnityEditor">
    45           <HintPath>/Applications/Unity5.1.2f1/Unity5.1.2f1.app/Contents/Frameworks/Managed/UnityEditor.dll</HintPath>
     45          <HintPath>C:/Program Files/Unity5.1.2/Editor/Data/Managed/UnityEditor.dll</HintPath>
    4646        </Reference>
    4747  </ItemGroup>
     
    231231     <Compile Include="Assets\Scripts\AddForce.cs" />
    232232     <Compile Include="Assets\Scripts\CameraFollow.cs" />
     233     <Compile Include="Assets\Scripts\CheckCollision.cs" />
     234     <Compile Include="Assets\Scripts\CheckFinishLine.cs" />
    233235     <Compile Include="Assets\Scripts\Chronometer.cs" />
    234236     <Compile Include="Assets\Scripts\CountdownStartGame.cs" />
    235237     <Compile Include="Assets\Scripts\EndRace.cs" />
     238     <Compile Include="Assets\Scripts\FollowCanvasTV.cs" />
    236239     <Compile Include="Assets\Scripts\Game\LocalGameManager.cs" />
    237240     <Compile Include="Assets\Scripts\Game\MotionDetection.cs" />
     
    249252     <Compile Include="Assets\Scripts\MainMenuEvents.cs" />
    250253     <Compile Include="Assets\Scripts\NetworkScript.cs" />
     254     <Compile Include="Assets\Scripts\Score.cs" />
    251255     <Compile Include="Assets\Scripts\ScrollableList.cs" />
    252256     <None Include="Assets\GooglePlayGames\Editor\Podfile.txt" />
     
    256260     <None Include="Assets\GooglePlayGames\Editor\template-Constants.txt" />
    257261 <Reference Include="UnityEngine.UI">
    258  <HintPath>/Applications/Unity5.1.2f1/Unity5.1.2f1.app/Contents/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
     262 <HintPath>C:/Program Files/Unity5.1.2/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
    259263 </Reference>
    260264 <Reference Include="UnityEngine.Networking">
    261  <HintPath>/Applications/Unity5.1.2f1/Unity5.1.2f1.app/Contents/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll</HintPath>
     265 <HintPath>C:/Program Files/Unity5.1.2/Editor/Data/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll</HintPath>
    262266 </Reference>
    263267 <Reference Include="UnityEngine.Analytics">
    264  <HintPath>/Applications/Unity5.1.2f1/Unity5.1.2f1.app/Contents/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll</HintPath>
     268 <HintPath>C:/Program Files/Unity5.1.2/Editor/Data/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll</HintPath>
    265269 </Reference>
    266270 <Reference Include="UnityEditor.iOS.Extensions.Xcode">
    267  <HintPath>/Applications/Unity5.1.2f1/Unity5.1.2f1.app/Contents/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.Xcode.dll</HintPath>
     271 <HintPath>C:/Program Files/Unity5.1.2/Editor/Data/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.Xcode.dll</HintPath>
    268272 </Reference>
    269273  </ItemGroup>
  • internals/2016/screencastmultiplayergame_control/trunk/SharedApp/MultiplayerGame/Assets/Scripts/CameraFollow.cs

    r16575 r16582  
    77        public float smoothing = 2f;        // The speed with which the camera will be following.
    88                float lastY ;
    9                 float dif;
     9                float lastX ;
     10                float difY;
     11                float difX;
    1012                int y = Screen.height /2 ;
    1113                float tempPosY;
     
    1315                Vector3 offset ;                     // The initial offset from the target.
    1416                Vector3 init;
     17                Vector3 initPos;
    1518                bool begin;
    1619
    17         void Start()
    18         {       
    19                 offset = transform.position;   
    20             // Calculate the initial offset.
    21            // offset = transform.position - init;
     20        void Start(){   
     21
     22                        initPos = transform.position;
     23                        offset = transform.position; 
     24                        init = kayak.transform.position;
     25                    // Calculate the initial offset.
     26                   // offset = transform.position - init;
    2227                        begin= true;
    23                        
    24                 //Debug.Log ("x cam: " + x);
    25                 Debug.Log ("y/2 cam: " + y);
    2628
    27                 Debug.Log ("CAMERA FOLLOW");
    2829
    2930        }
    3031
    3132
    32         void FixedUpdate()
    33         {
    34                 if (begin && (kayak.transform.position.y > (init.y + 6))) {
    35                         dif = lastY - kayak.transform.position.y;
    36                         offset.y = transform.position.y + dif;
    37                         transform.position =  offset ;
    38                         begin= false;
     33        void FixedUpdate(){
     34                        if (begin && (kayak.transform.position.y > (init.y + 6))) {
     35                                Debug.Log ("init in camera follow: " + init);
     36                                difY = lastY - kayak.transform.position.y;
     37                                offset.y = transform.position.y + difY;
     38                                transform.position =  offset ;
     39                                begin= false;
    3940
    40                 }else if (!begin) {
    41                         dif = lastY - kayak.transform.position.y;
    42                         offset.y = transform.position.y - dif;
    43                         transform.position =  offset ;
    44                 }
     41                        }else if (!begin) {
     42                                difY = lastY - kayak.transform.position.y;
     43                                offset.y = transform.position.y - difY;
     44                               
     45                                difX = lastX - kayak.transform.position.x;
     46                                offset.x = transform.position.x - difX;
     47
     48                                transform.position =  offset ;
     49
     50
     51                        }
    4552
    4653                //transform.position.y = kayak.transform.position.y;
    4754
    4855                lastY = kayak.transform.position.y;
    49 
     56                lastX = kayak.transform.position.x;
    5057
    5158        }
     59
     60                public void ReStart(){
     61                Debug.Log ("restart cam");
     62                        begin = true;
     63                        offset= initPos;
     64                        transform.position= initPos;
     65                }
    5266    }
  • internals/2016/screencastmultiplayergame_control/trunk/SharedApp/MultiplayerGame/Assets/Scripts/Chronometer.cs

    r16575 r16582  
    1111        float time;
    1212        bool end = false;
     13        bool start = false;
     14        Vector3 initPos;
    1315
    1416        float t;
     
    1719       
    1820
    19 
    20        
    21         GUIStyle style;
    22        
    2321        // Use this for initialization
    2422        void Start () {
     
    2725                //buttons.SetActive (false);
    2826               
     27                initPos = transform.position;
     28                text = GetComponent<Text>();
    2929
    30                 text = GetComponent<Text>();
    31                 time = Time.time;
    3230
    3331               
     
    3634        void Update(){
    3735
     36                //Debug.Log ("TIMER POS: " + transform.position);
     37
    3838                if (end) {
    3939                        return;
    4040
    41                 } else {
     41                } else if (start) {
    4242                        t = Time.time - time;
    4343                        m = (int)t / 60;
     
    4545                        text.text = "" + m + ":" + s.ToString ("f2");
    4646                }
    47                
     47       
     48
    4849        }
    49        
     50
     51        public void StartTimer(){
     52                start = true;
     53                time = Time.time;
     54        }
    5055       
    5156        public void End(){
    5257                end = true;
    5358                text.color = Color.black;
     59                start = false;
    5460                       
    5561        }
     
    5965                time=Time.time;
    6066                text.color = Color.white;
     67                text.text = "";
     68
     69                //transform.position = initPos;
    6170
    6271                //gameObject.SetActive (false);  //countdown will activate it later
  • internals/2016/screencastmultiplayergame_control/trunk/SharedApp/MultiplayerGame/Assets/Scripts/CountdownStartGame.cs

    r16575 r16582  
    5757        public void EndCountdown(){
    5858                buttons.SetActive (true);
    59                 timer.SetActive (true);
     59
     60                timer.SendMessage ("StartTimer");
    6061                start=false;
    6162                //gameObject.SetActive (false);
     
    6869                text.text = "" + i;
    6970                start = true;
     71
    7072        }
    7173
  • internals/2016/screencastmultiplayergame_control/trunk/SharedApp/MultiplayerGame/Assets/Scripts/GameSetUP.cs

    r16575 r16582  
    33using System.Collections.Generic;
    44using Google.Cast.RemoteDisplay;
     5using UnityEngine.UI;
    56
    67public class GameSetUP : MonoBehaviour {
     
    1415        public GameObject Countdown;
    1516        public GameObject Timer;
     17        public GameObject Score;
    1618        public GameObject GameOverMobile;
    1719        public GameObject PlayAgainText;
    1820        public GameObject StartButton;
     21        public GameObject MainCamera;
     22        public GameObject checkCollision;
     23        public GameObject MenuLane;
     24        public GameObject ChooseLaneText;
    1925
     26        public GameObject Quit;
    2027
     28        public GameObject Track1;
     29        public GameObject Track2;
     30
     31        Text text;
    2132        bool casting = false;
     33
     34        GameObject currentLane;
    2235
    2336        void Start () {
    2437                //kayak.SetActive (false);
     38
     39                ChooseLaneText.SetActive (true);
    2540                buttons.SetActive (false);
    2641                Countdown.SetActive (false);
    27                 Timer.SetActive (false);
    28                
     42                Timer.SetActive(true);
     43                Score.SetActive(false);
     44                text = PlayAgainText.GetComponent<Text> ();
     45                text.text = "";
     46
    2947        }
    3048       
     
    4159        }
    4260
     61        public void Lane1(){
     62                //Track1.SetActive (true);
     63                currentLane = Track1;
     64                MenuLane.SetActive (false);
     65                ChooseLaneText.SetActive (false);
     66                StartGame ();
     67        }
    4368
    44         public void StartGame(){
    45                 Countdown.SetActive (true);
    46                 StartButton.SetActive (false);
     69        public void Lane2(){
     70                //currentLane.SetActive (false);
     71                currentLane = Track2;
     72
     73                //Track2.SetActive (true);
     74                MenuLane.SetActive (false);
     75                ChooseLaneText.SetActive (false);
     76                StartGame ();
    4777
    4878        }
    4979
     80        public void StartGame(){
     81                currentLane.SetActive (true);
     82                kayak.SetActive (true);
     83
     84                Countdown.SetActive (true);
     85                StartButton.SetActive (false);
     86                Score.SetActive(true);
     87        }
     88
    5089        public void EndRace(){
    51                 Timer.SendMessage("End");
    52                 buttons.SetActive (false);
     90                //Timer.SendMessage("End");             //Done in kayak movement
     91                //Score.SendMessage("End");             //so the GO option will appear
     92                //buttons.SetActive (false);    //a bit after crossing the finish line
     93                if (buttons.activeSelf) {
     94                        buttons.SetActive(false);
     95                }
    5396                GameOverMobile.SetActive (true);
    54                 PlayAgainText.SetActive (true);
     97                text.text =  "You Finished!" ;
    5598        }
    5699
    57100
    58101        public void PlayAgain(){
    59                 kayak.SendMessage ("ReStart");
    60                 Debug.Log ("kayak restart");
     102                ReStarts ();
    61103
    62104                buttons.SetActive (false);
    63105                Debug.Log ("buttons false");
    64106
    65                 Timer.SendMessage("ReStart");
    66                 Timer.SetActive (false);
    67                 Debug.Log ("timer false");
    68 
    69                 Countdown.SendMessage ("ReStart");
    70107                Countdown.SetActive (true);
    71108                Debug.Log ("countdown true");
    72109
    73110                GameOverMobile.SetActive(false);
    74                 PlayAgainText.SetActive (false);
    75                
     111                //PlayAgainText.SetActive (false);
     112                text.text = "";
     113
     114                MainCamera.SendMessage ("ReStart");             
    76115        }
    77116
     117        public void NextLevel(){
     118                ReStarts ();
     119                currentLane.SetActive (false);
     120                //Track1.SetActive (false);
     121                currentLane = Track2;
     122
     123                GameOverMobile.SetActive(false);
     124                text.text = "";
     125
     126                StartGame ();
     127        }
     128
     129        public void Menu(){
     130
     131                ReStarts ();
     132                kayak.SetActive (false);
     133
     134                buttons.SetActive (false);
     135                Debug.Log ("buttons false");
     136
     137                Countdown.SetActive (false);
     138                Timer.SetActive (false);
     139                Score.SetActive (false);
     140                currentLane.SetActive (false);
     141
     142                GameOverMobile.SetActive(false);
     143                text.text = "";
     144
     145                ChooseLaneText.SetActive (true);
     146                MenuLane.SetActive (true);
     147        }
    78148
    79149        public void EndGame(){
     
    81151        }
    82152
     153        //restart kayak, timer, score, camera
     154        public void ReStarts(){
     155                kayak.SendMessage ("ReStart");
     156                Debug.Log ("kayak restart");
     157
     158                Timer.SendMessage("ReStart");
     159                Debug.Log ("timer restart");
     160
     161                Score.SendMessage("ReStart");
     162                Debug.Log ("score ReStart");
     163               
     164                Countdown.SendMessage ("ReStart");
     165                Debug.Log ("countdown ReStart");
     166
     167                MainCamera.SendMessage ("ReStart");
     168        }
     169
     170
     171
    83172}
  • internals/2016/screencastmultiplayergame_control/trunk/SharedApp/MultiplayerGame/Assets/Scripts/KayakMovement.cs

    r16575 r16582  
    77public class KayakMovement : MonoBehaviour {
    88
    9         public GameObject finishLine;
     9        GameObject finishLine;
    1010        public GameObject Timer;
    1111        public GameObject Controls;
     
    1313        public GameObject SetUp;
    1414
     15        public GameObject RightRiver;
     16        public GameObject LeftRiver;
     17
     18        /*
     19        BoxCollider2D kayakCollider;
     20        BoxCollider2D RiverRightCollider;
     21        BoxCollider2D RiverLeftCollider;*/
     22
    1523        public float v = 0.5f;
    1624        bool move = false;
    1725        bool end = false;
    18        
     26        bool stillColliding = false;
     27        bool wait = false;
     28        public bool check=true;
     29
    1930        public enum Direction {left, right, none};
    2031        public Direction dir;
     
    2435        Quaternion initRot;
    2536
    26         public Vector2 vel1R  = new Vector2 (0.2f, 0.5f);
    27         public Vector2 vel1L = new Vector2 (-0.2f, 0.5f);
    28 
    29         public Vector2 vel2R  = new Vector2 (0.3f, 0.7f);
    30         public Vector2 vel2L = new Vector2 (-0.3f, 0.7f);
    31 
    32         public Vector2 vel3R  = new Vector2 (0.4f, 0.9f);
    33         public Vector2 vel3L = new Vector2 (-0.4f, 0.9f);
     37        public Vector2 vel1R ;// = new Vector2 (0.2f, 0.5f);
     38        public Vector2 vel1L;// = new Vector2 (-0.2f, 0.5f);
     39
     40        public Vector2 vel2R ;// = new Vector2 (0.3f, 0.7f);
     41        public Vector2 vel2L ;// = new Vector2 (-0.3f, 0.7f);
     42
     43        public Vector2 vel3R ;// = new Vector2 (0.4f, 0.9f);
     44        public Vector2 vel3L ;// = new Vector2 (-0.4f, 0.9f);
     45
     46        public float speedMov1;// = 40f;
     47        public float speedMov2;// = 70f;
     48        public float speedMov3;// = 100f;
     49
    3450
    3551        Vector2 zero= Vector2.zero;
    36 
    37         public float speedMov1 = 40f;
    38         public float speedMov2 = 70f;
    39         public float speedMov3 = 100f;
    40 
     52       
    4153        public float speedMov;
    4254
     
    88100
    89101
     102                /*
     103                RiverRightCollider = RightRiver.GetComponent<BoxCollider2D>();
     104                RiverLeftCollider = LeftRiver.GetComponent<BoxCollider2D>();
     105                kayakCollider = GetComponent<BoxCollider2D>();*/
     106
    90107        }
    91108       
     
    94111
    95112                if (end) {
     113                        Debug.Log ("end");
    96114                        return;
    97115                }
     116
     117                if (wait) {
     118
     119                        if(oldY == kayak.transform.position.y){
     120                                Debug.Log("wait if i f");
     121
     122                                GameOver.SetActive (true);
     123                                SetUp.SendMessage ("EndRace");
     124                                wait=false;
     125                                end=true;
     126                                return;
     127                        }
     128
     129                }
     130
    98131
    99132                if (move) {
     
    103136
    104137
    105                 // Get the velocity in global coords
    106                 //Vector2 currentVelocityAfter = kayak.velocity;
    107                 // Translates the global representation of the rigidbody's velocity into a local coordinate representation.
    108                 //Vector2 currentVelocityLocalAfter= transform.InverseTransformDirection(currentVelocityAfter);
    109 
    110 
    111                 //var rot = new Vector3 (0, 0, - kayak.transform.position.x  -currentVelocityLocalAfter.x);
    112                 //kayak.transform.Rotate(rot);
    113 
    114138                oldY = kayak.transform.position.y;
    115139
    116                 if (oldY > finishLine.transform.position.y) {
    117                         End ();
    118                         end=true;
    119 
    120                 }
    121 
     140       
    122141        }
    123142
     
    127146                // Get the velocity in global coords
    128147                currentVelocity = kayak.velocity;
    129                 // Translates the global representation of the rigidbody's velocity into a local coordinate representation.
    130                 //Vector2 currentVelocityLocal = transform.InverseTransformDirection(currentVelocity);
    131 
    132                 //Vector2 currentForceLocal = transform.InverseTransformDirection(forceVetor);
    133148
    134149                if (oldY == kayak.transform.position.y) {
     
    142157                }
    143158
    144                
    145                 // Add your velocity but in terms of the local coordinate system
    146                 //      kayak.AddRelativeForce(forceVetor * speedMovement , ForceMode2D.Impulse);
    147 
    148                 //kayak.AddRelativeForce(forceVetor * speedMovement * Time.fixedTime);
    149 
    150159
    151160                // Get the velocity in global coords
     
    154163                Vector2 currentVelocityLocalAfterForce= transform.InverseTransformDirection(currentVelocityAfterForce);
    155164
    156                 Debug.Log ("!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!");
     165
    157166                Debug.Log ("forceVetor: " + forceVetor);
    158                 //Debug.Log ("relative: " + currentVelocityLocal);
    159167                Debug.Log ("Velocity: " + kayak.velocity);
    160168                Debug.Log("INVERSE :" + currentVelocityLocalAfterForce);
    161169
    162 
    163                 //kayak.transform.rotation = Quaternion.Euler (0.0f, 0.0f, -kayak.transform.position.x -currentVelocityLocalAfter.x);
    164 
    165170                kayakRotation.z = -currentVelocityLocalAfterForce.x;
    166171                kayak.transform.Rotate(kayakRotation);
    167                 //kayak.transform.rotation = Quaternion.LookRotation(currentVelocityLocalAfter.x);
    168 
    169         }
    170 
     172        }
     173       
    171174
    172175        public void Right(string vel){
    173176                move = true;
     177                //Move ();
     178
    174179                speedMov = speedMovement[vel];
    175180                forceVetor = velRight[vel];
    176181
    177                 Debug.Log ("speedMov: " + speedMov);
    178                 Debug.Log ("forceVetor: " + forceVetor);
    179 
     182                Debug.Log ("right" );
    180183
    181184        }
     
    183186        public void Left(string vel){
    184187                move = true;
     188                //Move ();
     189
    185190                speedMov = speedMovement[vel];
    186191                forceVetor = velLeft [vel];
    187192
    188                 Debug.Log ("speedMov: " + speedMov);
    189                 Debug.Log ("forceVetor: " + forceVetor);
    190 
    191         }
    192 
    193         public void End(){
     193                Debug.Log ("left" );
     194
     195        }
     196
     197        public void FinishLine(){
    194198                Debug.Log ("crossed finish line");
    195                 /*Timer.SendMessage("End");
    196                 Controls.SetActive (false);
    197                 GameOver.SetActive (true);*/
    198 
    199                 SetUp.SendMessage ("EndRace");
     199                Timer.SendMessage("End");
     200                //Controls.SetActive (false);
     201                wait=true;
     202                check = false;
     203
     204
     205                //SetUp.SendMessage ("EndRace");
    200206
    201207               
     
    208214                //kayal.velocity = 0;
    209215                end = false;
     216                check=true;
    210217
    211218
  • internals/2016/screencastmultiplayergame_control/trunk/SharedApp/MultiplayerGame/Library/ScriptAssemblies/BuiltinAssemblies.stamp

    r16575 r16582  
    1 0000.55a0dad6.0000
    2 0000.55a0daf8.0000
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     20000.55a0f4ca.0000
  • internals/2016/screencastmultiplayergame_control/trunk/SharedApp/MultiplayerGame/Library/shadercompiler-64bit-1.log

    r16575 r16582  
    1 Base path: /Applications/Unity5.1.2f1/Unity5.1.2f1.app/Contents
    2 Pipe name: \\.\pipe\UnityShaderCompiler-64bit-1-1950441472
     1Base path: C:/Program Files/Unity5.1.2/Editor/Data
     2Pipe name: \\.\pipe\UnityShaderCompiler-64bit-1-9240
    33Cmd: getPlatforms
  • internals/2016/screencastmultiplayergame_control/trunk/SharedApp/MultiplayerGame/MultiplayerGame-csharp.sln

    r16575 r16582  
    3030                HideSolutionNode = FALSE
    3131        EndGlobalSection
    32                                                                                                                                                                                                                                                                                                                                                                                                                                                 GlobalSection(MonoDevelopProperties) = preSolution
     32                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        GlobalSection(MonoDevelopProperties) = preSolution
    3333                StartupItem = Assembly-CSharp.csproj
    3434                Policies = $0
  • internals/2016/screencastmultiplayergame_control/trunk/SharedApp/MultiplayerGame/MultiplayerGame.sln

    r16575 r16582  
    3030                HideSolutionNode = FALSE
    3131        EndGlobalSection
    32                                                                                                                                                                                                                                                                                                                                                                                                                                         GlobalSection(MonoDevelopProperties) = preSolution
     32                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                GlobalSection(MonoDevelopProperties) = preSolution
    3333                StartupItem = Assembly-CSharp.csproj
    3434                Policies = $0
  • internals/2016/screencastmultiplayergame_control/trunk/SharedApp/MultiplayerGame/MultiplayerGame.userprefs

    r16575 r16582  
    11<Properties>
    22  <MonoDevelop.Ide.Workspace ActiveConfiguration="Debug" PreferredExecutionTarget="MonoDevelop.Default" />
    3   <MonoDevelop.Ide.Workbench ActiveDocument="Assets/Scripts/Game/LocalGameManager.cs">
     3  <MonoDevelop.Ide.Workbench ActiveDocument="Assets\Scripts\GameSetUP.cs">
    44    <Files>
    5       <File FileName="Assets/Scripts/Game/LocalGameManager.cs" Line="125" Column="1" />
     5      <File FileName="Assets\Scripts\Score.cs" Line="52" Column="25" />
     6      <File FileName="Assets\Scripts\CameraFollow.cs" Line="46" Column="38" />
     7      <File FileName="Assets\Scripts\GameSetUP.cs" Line="139" Column="27" />
     8      <File FileName="Assets\Scripts\Chronometer.cs" Line="62" Column="1" />
     9      <File FileName="Assets\Scripts\CountdownStartGame.cs" Line="72" Column="3" />
     10      <File FileName="Assets\Scripts\FollowCanvasTV.cs" Line="22" Column="13" />
     11      <File FileName="Assets\Scripts\KayakMovement.cs" Line="126" Column="12" />
     12      <File FileName="Assets\Scripts\CheckCollision.cs" Line="32" Column="14" />
     13      <File FileName="Assets\Scripts\CheckFinishLine.cs" Line="24" Column="1" />
    614    </Files>
    715  </MonoDevelop.Ide.Workbench>
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