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migrated to unity 5
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seokhoon choi authored and seokhoon choi committed May 14, 2015
1 parent f076bbe commit 0ceaeff
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Showing 32 changed files with 40 additions and 189 deletions.
70 changes: 4 additions & 66 deletions StrangeRocks/Assembly-CSharp-vs.csproj
Expand Up @@ -19,7 +19,7 @@
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>Temp\bin\Debug\</OutputPath>
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Expand All @@ -46,51 +46,6 @@
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Expand Down Expand Up @@ -280,27 +235,10 @@
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Expand Down
70 changes: 4 additions & 66 deletions StrangeRocks/Assembly-CSharp.csproj
Expand Up @@ -19,7 +19,7 @@
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>Temp\bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE;UNITY_STANDALONE_OSX;ENABLE_MICROPHONE;ENABLE_TEXTUREID_MAP;ENABLE_AUDIO_FMOD;UNITY_STANDALONE;ENABLE_MONO;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_GENERICS;ENABLE_SUBSTANCE;INCLUDE_WP8SUPPORT;ENABLE_MOVIES;ENABLE_WWW;ENABLE_IMAGEEFFECTS;INCLUDE_METROSUPPORT;RENDER_SOFTWARE_CURSOR;ENABLE_NETWORK;ENABLE_PHYSICS;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_2D_PHYSICS;ENABLE_GAMECENTER;ENABLE_SHADOWS;ENABLE_AUDIO;ENABLE_NAVMESH_CARVING;ENABLE_DUCK_TYPING;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;UNITY_4_3_2;UNITY_4_3;ENABLE_PROFILER;UNITY_EDITOR;UNITY_EDITOR_OSX</DefineConstants>
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Expand All @@ -46,51 +46,6 @@
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<Compile Include="Assets\UnityTestTools\Examples\AngryBotsTests\Scripts\Animation\Escape\TheGreatActivator.cs" />
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Expand Down Expand Up @@ -280,27 +235,10 @@
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<None Include="Assets\scripts\strange\extensions\ReadMe.txt" />
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<None Include="Assets\UnityTestTools\Examples\AngryBotsTests\Shaders\BackgroundAndCharacters\SuperSimpleSelfIllumination.shader" />
<None Include="Assets\UnityTestTools\Examples\AngryBotsTests\Shaders\Fx\ParticleBlend.shader" />
<Reference Include="UnityEngine.UI">
<HintPath>/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
</Reference>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Expand Down
Expand Up @@ -45,7 +45,7 @@ public Rect GetScreenRect (float x, float y, float width, float height)
public bool IsInCamera(GameObject go)
{
Plane[] planes = GeometryUtility.CalculateFrustumPlanes (gameCamera);
return GeometryUtility.TestPlanesAABB (planes, go.renderer.bounds);
return GeometryUtility.TestPlanesAABB (planes, go.GetComponent<Renderer>().bounds);
}

//When a rock or the player exists the screen,
Expand Down
Expand Up @@ -24,12 +24,12 @@ protected void OnMouseUp()

protected void OnMouseEnter()
{
view.background.renderer.material.color = view.overColor;
view.background.GetComponent<UnityEngine.Renderer>().material.color = view.overColor;
}

protected void OnMouseExit()
{
view.background.renderer.material.color = view.normalColor;
view.background.GetComponent<UnityEngine.Renderer>().material.color = view.normalColor;
}

#endif
Expand Down
Expand Up @@ -26,7 +26,7 @@ void Update()
RaycastHit hit;
if (Physics.Raycast (ray, out hit))
{
if (hit.collider == collider)
if (hit.collider == GetComponent<Collider>())
{
if (touch.phase == TouchPhase.Began)
{
Expand Down
Expand Up @@ -48,13 +48,13 @@ protected override void Start ()
internal void pressBegan()
{
pressSignal.Dispatch ();
background.renderer.material.color = pressColor;
background.GetComponent<Renderer>().material.color = pressColor;
}

internal void pressEnded()
{
releaseSignal.Dispatch ();
background.renderer.material.color = normalColor;
background.GetComponent<Renderer>().material.color = normalColor;
}
}
}
Expand Up @@ -59,7 +59,7 @@ public override void Execute ()

//We're pooling instances, not actually destroying them,
//So reset the instances to an appropriate state for reuse...
enemyView.rigidbody.velocity = Vector3.zero;
enemyView.GetComponent<Rigidbody>().velocity = Vector3.zero;
enemyView.gameObject.SetActive (false);

//...store them offscreen...
Expand Down

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