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First check in of updated and new tutorials
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curtisrb committed Oct 9, 2013
1 parent 508119a commit 1a32e8f
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7 changes: 7 additions & 0 deletions .gitignore
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Expand Up @@ -248,6 +248,13 @@ Tutorial_04_InteractiveClock/*.sln
Tutorial_04_InteractiveClock/Temp*
Tutorial_04_InteractiveClock/*.csproj

MiniTutorial_MovementFollowingCamera/Assets/GestureWorks/Core/GestureWorksCore*.*
MiniTutorial_MovementFollowingCamera/Library/*
MiniTutorial_MovementFollowingCamera/*.vcproj
MiniTutorial_MovementFollowingCamera/*.sln
MiniTutorial_MovementFollowingCamera/Temp*
MiniTutorial_MovementFollowingCamera/*.csproj

MiniTutorial_ChangingScenes/Assets/GestureWorks/Core/GestureWorksCore*.*
MiniTutorial_ChangingScenes/Library/*
MiniTutorial_ChangingScenes/*.vcproj
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5 changes: 5 additions & 0 deletions MiniTutorial_ChangingScenes/Assets/Editor.meta

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66 changes: 66 additions & 0 deletions MiniTutorial_ChangingScenes/Assets/Editor/PostBuildProcessor.cs
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////////////////////////////////////////////////////////////////////////////////
//
// IDEUM
// Copyright 2011-2013 Ideum
// All Rights Reserved.
//
// GestureWorks Unity
//
// File: PostBuildProcessor.cs
// Authors: Ideum
//
// NOTICE: Ideum permits you to use, modify, and distribute this file only
// in accordance with the terms of the license agreement accompanying it.
//
////////////////////////////////////////////////////////////////////////////////

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;

public class PostBuildProcessor {

[PostProcessBuild]
public static void OnPostprocessBuild(BuildTarget target, string pathToBuiltProject) {

if(target.ToString()=="StandaloneWindows"){

string gmlFileName = GestureWorksUnity.Instance.GmlFileName;
string coreDllFileName = GestureWorksUnity.Instance.DllFileName;

string pathToNewDataFolder = "";
string pathToAssetsFolder = UnityEngine.Application.dataPath;
pathToAssetsFolder = pathToAssetsFolder.Replace("/", "\\");

//destination /Bin folder
string[] pathPieces = pathToBuiltProject.Split("/".ToCharArray() );

if(pathPieces.Length == 0) {
return;
}

string exeName = pathPieces[pathPieces.Length-1];

exeName = exeName.Replace(".exe", ""); // extract the name of the exe to use with the name of the data folder
for(int i=1; i<pathPieces.Length; i++) {
pathToNewDataFolder += pathPieces[i-1] + "\\"; // this will grab everything except for the last
}
pathToNewDataFolder += exeName + "_Data\\";

FileUtil.CopyFileOrDirectory(pathToAssetsFolder + GestureWorksUnity.Instance.GmlFilePathEditor + gmlFileName,
pathToNewDataFolder + gmlFileName);

FileUtil.CopyFileOrDirectory(pathToAssetsFolder + GestureWorksUnity.Instance.DllFilePathEditor + coreDllFileName,
pathToNewDataFolder + coreDllFileName);

Dictionary<string, string> configEntries = new Dictionary<string, string>();

configEntries.Add("ProductName", PlayerSettings.productName);

GestureWorksConfiguration.WriteConfigurationFile(pathToNewDataFolder, configEntries);
}
}
}

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5 changes: 5 additions & 0 deletions MiniTutorial_ChangingScenes/Assets/GestureWorks.meta

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5 changes: 5 additions & 0 deletions MiniTutorial_ChangingScenes/Assets/GestureWorks/Core.meta

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