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Updating to 0.9.25 "frengle"
Updated to use version 2.0 of the C++ SDK for Google Play Games.
Updated to use version 5.0 of the iOS SDK for Google Play Games.

See CHANGELOG.txt for a complete list of changes.
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claywilkinson committed Sep 12, 2015
1 parent 58f17a0 commit 33a3595
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38 changes: 33 additions & 5 deletions CHANGELOG.txt
@@ -1,6 +1,34 @@
2015-08-31 Version 0.9.21(ios)
* #672 iOS compatibility fix with push notifications
* #606 push notification not working in production environment.
Version 0.9.25 (codename: frengle)
11 Sept 2015
** BREAKING CHANGES **
* Cloud Save service (AppState) has been removed.
* The setup dialog now requires the generated resource data from
Google Play Developer Console. This reduces the number of
copy & pastes needed and makes it harder to make a mistake with the
client id.
New Features:
* Updated Configuration setup using Resource data from Play Console.
* Added support for exclusiveBitmask in Turnbased quickmatches.
* Implementing Google Auth 2.0 for iOS authentication
* #120 implement setStepsAtLeast for achievements
* #274 Added the score reception functionality - method LoadCurrentScore
* #256 Get all turn-based invitations
* #259 implement LoadAchievements
* #186 Return Leaderboard Rank?
* #380 Callback on CreateWithInvitationScreen
* #480 Get score rank after submitting
* #503 LoadScores not implemented
* #546 Loading friends of logged in user. (Thanks @ashkan-saeedi-mazdeh
for the initial implementation).
* #617 Get all turn-based matches
Bug Fixes:
* #182 Response to Submit Score or Load Scores
* #387 OnLeftRoom not called when application is paused
* #445 Variant error in turn based match
* #563 Custom UI for invitation UI.
* #614 OnRoomConnected() getting called twice after implementing ShowWaitingRoomUI
* #619 NO_GPGS does not work with Symlink Unity libraries
* #655 Authenticate fails at first, then succeeds second time
Version 0.9.21
**BREAKING CHANGES**
* #382 Callback for declined invitation when creating RTMP room
Expand Down Expand Up @@ -41,13 +69,13 @@ Version 0.9.15 (codename: auto-dogey5)
* #331 Corrected Download menu item text.
* #331 Added support for new android-support jar location.
* #331 Removed Google play services version check when building.
* #361 Fixed player image not refreshed when changing players.
* #361 Fixed player image not refreshed when changing players.
* #318 Removed armeabi libraries which broke Unity 5 building.
* #371 Unable to reshow Achievement or Leaderboard UI after Home button is pressed
Version 0.9.12 (codename: auto-dogey)
New features:
* Refactored AndroidSetup script to facilitate automated builds.
* Refactored Samples to be packaged as custom packaged Assets vs. projects.
* Refactored Samples to be packaged as custom packaged Assets vs. projects.
Version 0.9.11 (codename: extra-dogey)
New features:
* Image property of IUserProfile implemented
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347 changes: 203 additions & 144 deletions README.md

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5 changes: 0 additions & 5 deletions samples/CubicPilot/Source/Assets/CubicPilot/Audio/Sfx.meta

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5 changes: 0 additions & 5 deletions samples/CubicPilot/Source/Assets/CubicPilot/Behaviors.meta

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40 changes: 23 additions & 17 deletions samples/CubicPilot/Source/Assets/CubicPilot/Behaviors/AutoDelete.cs
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* limitations under the License.
*/

using UnityEngine;
using System.Collections;
namespace CubicPilot.Behaviors
{
using CubicPilot.GameLogic;
using UnityEngine;

public class AutoDelete : MonoBehaviour {
public bool ObjectMovesForward = false;
public float Countdown = float.PositiveInfinity;
public float AdditionalTolerance = 0.0f;
public class AutoDelete : MonoBehaviour
{
public bool ObjectMovesForward = false;
public float Countdown = float.PositiveInfinity;
public float AdditionalTolerance = 0.0f;

void Update () {
Vector3 pos = gameObject.transform.position;
void Update()
{
Vector3 pos = gameObject.transform.position;

Countdown -= Time.deltaTime;
Countdown -= Time.deltaTime;

float a = AdditionalTolerance; // shorthand
bool destroy = (Countdown <= 0) ||
(ObjectMovesForward && pos.x > GameConsts.ArenaMaxX + a) ||
(pos.x < GameConsts.ArenaMinX - a) ||
(pos.y < GameConsts.ArenaMinY - a) ||
(pos.y > GameConsts.ArenaMaxY + a);
float a = AdditionalTolerance; // shorthand
bool destroy = (Countdown <= 0) ||
(ObjectMovesForward && pos.x > GameConsts.ArenaMaxX + a) ||
(pos.x < GameConsts.ArenaMinX - a) ||
(pos.y < GameConsts.ArenaMinY - a) ||
(pos.y > GameConsts.ArenaMaxY + a);

if (destroy) {
Destroy(gameObject);
if (destroy)
{
Destroy(gameObject);
}
}
}
}

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* See the License for the specific language governing permissions and
* limitations under the License.
*/
namespace CubicPilot.Behaviors
{
using UnityEngine;

using UnityEngine;
using System.Collections;

public class CausesDamage : MonoBehaviour {
public int Damage = 1;
public class CausesDamage : MonoBehaviour
{
public int Damage = 1;
}
}

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55 changes: 34 additions & 21 deletions samples/CubicPilot/Source/Assets/CubicPilot/Behaviors/CheatCodes.cs
Expand Up @@ -13,28 +13,41 @@
* See the License for the specific language governing permissions and
* limitations under the License.
*/
namespace CubicPilot.Behaviors
{
using CubicPilot.GameLogic;
using UnityEngine;

using UnityEngine;
using System.Collections;

public class CheatCodes : MonoBehaviour {
void Update () {
#if UNITY_EDITOR
if (Input.GetKeyDown(KeyCode.X)) {
GameManager.Instance.Progress.ForceLevelUp();
GameObject.Find("Player").GetComponent<PlayerController>().HandleLevelUp();
} else if (Input.GetKeyDown(KeyCode.Z)) {
GameManager.Instance.Progress.ForceLevelDown();
GameObject.Find("Player").GetComponent<PlayerController>().HandleLevelUp();
} else if (Input.GetKeyDown(KeyCode.C)) {
GameManager.Instance.FinishLevelAndGoToNext(123, 2);
} else if (Input.GetKeyDown(KeyCode.T)) {
LevelController lc = GameObject.Find("LevelController").GetComponent<LevelController>();
lc.CutTime(10);
} else if (Input.GetKeyDown(KeyCode.L)) {
PlayerPrefs.DeleteAll();
Application.Quit();
public class CheatCodes : MonoBehaviour
{
void Update()
{
#if UNITY_EDITOR
if (Input.GetKeyDown(KeyCode.X))
{
GameManager.Instance.Progress.ForceLevelUp();
GameObject.Find("Player").GetComponent<PlayerController>().HandleLevelUp();
}
else if (Input.GetKeyDown(KeyCode.Z))
{
GameManager.Instance.Progress.ForceLevelDown();
GameObject.Find("Player").GetComponent<PlayerController>().HandleLevelUp();
}
else if (Input.GetKeyDown(KeyCode.C))
{
GameManager.Instance.FinishLevelAndGoToNext(123, 2);
}
else if (Input.GetKeyDown(KeyCode.T))
{
LevelController lc = GameObject.Find("LevelController").GetComponent<LevelController>();
lc.CutTime(10);
}
else if (Input.GetKeyDown(KeyCode.L))
{
PlayerPrefs.DeleteAll();
Application.Quit();
}
#endif
}
#endif
}
}

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