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体验新版 GitCode,发现更多精彩内容 >>
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9c89bf20
编写于
11月 01, 2017
作者:
T
tanghai
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Unity/Assembly-CSharp-Editor-firstpass.csproj
Unity/Assembly-CSharp-Editor-firstpass.csproj
+150
-0
Unity/Assembly-CSharp-Editor.csproj
Unity/Assembly-CSharp-Editor.csproj
+206
-0
Unity/Assembly-CSharp-firstpass.csproj
Unity/Assembly-CSharp-firstpass.csproj
+502
-0
Unity/Assembly-CSharp.csproj
Unity/Assembly-CSharp.csproj
+567
-0
Unity/Assets/Plugins/Editor/JetBrains/Unity3DRider.cs
Unity/Assets/Plugins/Editor/JetBrains/Unity3DRider.cs
+20
-12
Unity/Hotfix/Assembly-CSharp-Hotfix.csproj
Unity/Hotfix/Assembly-CSharp-Hotfix.csproj
+108
-0
Unity/Unity-Mac.sln
Unity/Unity-Mac.sln
+47
-0
未找到文件。
Unity/Assembly-CSharp-Editor-firstpass.csproj
0 → 100644
浏览文件 @
9c89bf20
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\ No newline at end of file
Unity/Assembly-CSharp-Editor.csproj
0 → 100644
浏览文件 @
9c89bf20
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Include=
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>
<HintPath>
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</HintPath>
</Reference>
<Reference
Include=
"nunit.framework"
>
<HintPath>
/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/TestRunner/net35/unity-custom/nunit.framework.dll
</HintPath>
</Reference>
<Reference
Include=
"UnityEngine.Timeline"
>
<HintPath>
/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/Timeline/RuntimeEditor/UnityEngine.Timeline.dll
</HintPath>
</Reference>
<Reference
Include=
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>
<HintPath>
/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/Timeline/Editor/UnityEditor.Timeline.dll
</HintPath>
</Reference>
<Reference
Include=
"UnityEditor.TreeEditor"
>
<HintPath>
/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/TreeEditor/Editor/UnityEditor.TreeEditor.dll
</HintPath>
</Reference>
<Reference
Include=
"UnityEngine.Analytics"
>
<HintPath>
/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll
</HintPath>
</Reference>
<Reference
Include=
"UnityEditor.Analytics"
>
<HintPath>
/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/UnityAnalytics/Editor/UnityEditor.Analytics.dll
</HintPath>
</Reference>
<Reference
Include=
"UnityEditor.HoloLens"
>
<HintPath>
/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/UnityHoloLens/Editor/UnityEditor.HoloLens.dll
</HintPath>
</Reference>
<Reference
Include=
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>
<HintPath>
/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/UnityHoloLens/RuntimeEditor/UnityEngine.HoloLens.dll
</HintPath>
</Reference>
<Reference
Include=
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>
<HintPath>
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Include=
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Include=
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Include=
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Include=
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>
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Include=
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>
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{F534D6C4-3368-032B-289C-A943CC171719}
</Project>
<Name>
Assembly-CSharp-Editor-firstpass
</Name>
</ProjectReference>
</ItemGroup>
<Import
Project=
"$(MSBuildToolsPath)\Microsoft.CSharp.targets"
/>
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>
\ No newline at end of file
Unity/Assembly-CSharp-firstpass.csproj
0 → 100644
浏览文件 @
9c89bf20
此差异已折叠。
点击以展开。
Unity/Assembly-CSharp.csproj
0 → 100644
浏览文件 @
9c89bf20
此差异已折叠。
点击以展开。
Unity/Assets/Plugins/Editor/JetBrains/Unity3DRider.cs
浏览文件 @
9c89bf20
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Version: 2.
0.3.2540
// Version: 2.
1.2.1402
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
...
...
@@ -135,21 +135,29 @@ namespace Plugins.Editor.JetBrains
private
const
string
UNITY_EDITOR_PROJECT_NAME
=
"Assembly-CSharp-Editor.csproj"
;
private
const
string
UNITY_UNSAFE_KEYWORD
=
"-unsafe"
;
private
const
string
UNITY_DEFINE_KEYWORD
=
"-define:"
;
private
const
string
PLAYER_PROJECT_MANUAL_CONFIG_RELATIVE_FILE_PATH
=
"smcs.rsp"
;
private
static
readonly
string
PLAYER_PROJECT_MANUAL_CONFIG_ABSOLUTE_FILE_PATH
=
Path
.
Combine
(
UnityEngine
.
Application
.
dataPath
,
PLAYER_PROJECT_MANUAL_CONFIG_RELATIVE_FILE_PATH
);
private
const
string
EDITOR_PROJECT_MANUAL_CONFIG_RELATIVE_FILE_PATH
=
"gmcs.rsp"
;
private
static
readonly
string
EDITOR_PROJECT_MANUAL_CONFIG_ABSOLUTE_FILE_PATH
=
Path
.
Combine
(
UnityEngine
.
Application
.
dataPath
,
EDITOR_PROJECT_MANUAL_CONFIG_RELATIVE_FILE_PATH
);
private
static
readonly
string
PROJECT_MANUAL_CONFIG_ABSOLUTE_FILE_PATH
=
Path
.
Combine
(
UnityEngine
.
Application
.
dataPath
,
"mcs.rsp"
);
private
static
readonly
string
PLAYER_PROJECT_MANUAL_CONFIG_ABSOLUTE_FILE_PATH
=
Path
.
Combine
(
UnityEngine
.
Application
.
dataPath
,
"smcs.rsp"
);
private
static
readonly
string
EDITOR_PROJECT_MANUAL_CONFIG_ABSOLUTE_FILE_PATH
=
Path
.
Combine
(
UnityEngine
.
Application
.
dataPath
,
"gmcs.rsp"
);
private
static
void
SetManuallyDefinedComilingSettings
(
string
projectFile
,
XElement
projectContentElement
,
XNamespace
xmlns
)
{
string
configPath
;
string
configPath
=
null
;
if
(
IsPlayerProjectFile
(
projectFile
)
||
IsEditorProjectFile
(
projectFile
))
{
//Prefer mcs.rsp if it exists
if
(
File
.
Exists
(
PROJECT_MANUAL_CONFIG_ABSOLUTE_FILE_PATH
))
{
configPath
=
PROJECT_MANUAL_CONFIG_ABSOLUTE_FILE_PATH
;
}
else
{
if
(
IsPlayerProjectFile
(
projectFile
))
configPath
=
PLAYER_PROJECT_MANUAL_CONFIG_ABSOLUTE_FILE_PATH
;
else
if
(
IsEditorProjectFile
(
projectFile
))
configPath
=
EDITOR_PROJECT_MANUAL_CONFIG_ABSOLUTE_FILE_PATH
;
else
configPath
=
null
;
}
}
if
(!
string
.
IsNullOrEmpty
(
configPath
))
ApplyManualCompilingSettings
(
configPath
...
...
Unity/Hotfix/Assembly-CSharp-Hotfix.csproj
0 → 100644
浏览文件 @
9c89bf20
<?xml version="1.0" encoding="utf-8"?>
<Project
ToolsVersion=
"14.0"
DefaultTargets=
"Build"
xmlns=
"http://schemas.microsoft.com/developer/msbuild/2003"
>
<Import
Project=
"$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props"
Condition=
"Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')"
/>
<PropertyGroup>
<Configuration
Condition=
" '$(Configuration)' == '' "
>
Debug
</Configuration>
<Platform
Condition=
" '$(Platform)' == '' "
>
AnyCPU
</Platform>
<ProjectGuid>
{40533600-4E69-4F7D-A924-E1A3B4127255}
</ProjectGuid>
<OutputType>
Library
</OutputType>
<AppDesignerFolder>
Properties
</AppDesignerFolder>
<RootNamespace>
Hotfix
</RootNamespace>
<AssemblyName>
Hotfix
</AssemblyName>
<TargetFrameworkVersion>
v4.6
</TargetFrameworkVersion>
<FileAlignment>
512
</FileAlignment>
<TargetFrameworkProfile>
</TargetFrameworkProfile>
</PropertyGroup>
<PropertyGroup
Condition=
" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "
>
<DebugSymbols>
true
</DebugSymbols>
<DebugType>
full
</DebugType>
<Optimize>
false
</Optimize>
<OutputPath>
..\Temp\UnityVS_bin\Debug\
</OutputPath>
<DefineConstants>
TRACE;DEBUG
</DefineConstants>
<ErrorReport>
prompt
</ErrorReport>
<WarningLevel>
4
</WarningLevel>
<Prefer32Bit>
false
</Prefer32Bit>
<AllowUnsafeBlocks>
true
</AllowUnsafeBlocks>
</PropertyGroup>
<PropertyGroup
Condition=
" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "
>
<DebugType>
pdbonly
</DebugType>
<Optimize>
false
</Optimize>
<OutputPath>
bin\Release\
</OutputPath>
<DefineConstants>
TRACE
</DefineConstants>
<ErrorReport>
prompt
</ErrorReport>
<WarningLevel>
4
</WarningLevel>
<Prefer32Bit>
false
</Prefer32Bit>
</PropertyGroup>
<ItemGroup>
<Reference
Include=
"System"
/>
<Reference
Include=
"System.Core"
/>
<Reference
Include=
"System.Threading, Version=1.0.2856.102, Culture=neutral, PublicKeyToken=31bf3856ad364e35, processorArchitecture=MSIL"
>
<SpecificVersion>
False
</SpecificVersion>
<HintPath>
..\Assets\CSharp vNext Support\AsyncTools\Plugins\System.Threading.dll
</HintPath>
</Reference>
<Reference
Include=
"UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null"
>
<HintPath>
..\..\..\..\..\..\Applications\Unity\Unity.app\Contents\Managed\UnityEngine.dll
</HintPath>
</Reference>
<Reference
Include=
"UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null"
>
<HintPath>
..\..\..\..\..\..\Applications\Unity\Unity.app\Contents\UnityExtensions\Unity\GUISystem\UnityEngine.UI.dll
</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile
Include=
"Base\Event\IEvent.cs"
/>
<Compile
Include=
"Base\Helper\ArrayHelper.cs"
/>
<Compile
Include=
"Base\Helper\AssetBundleHelper.cs"
/>
<Compile
Include=
"Base\Helper\ExceptionHelper.cs"
/>
<Compile
Include=
"Base\Message\AMHandler.cs"
/>
<Compile
Include=
"Base\Message\IMHandler.cs"
/>
<Compile
Include=
"Base\Object\Component.cs"
/>
<Compile
Include=
"Base\Object\ComponentDB.cs"
/>
<Compile
Include=
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/>
<Compile
Include=
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/>
<Compile
Include=
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/>
<Compile
Include=
"Base\Object\EntityFactory.cs"
/>
<Compile
Include=
"Base\Object\EntityType.cs"
/>
<Compile
Include=
"Base\Object\IAwake.cs"
/>
<Compile
Include=
"Base\Object\ILateUpdate.cs"
/>
<Compile
Include=
"Base\Object\ILoad.cs"
/>
<Compile
Include=
"Base\Object\IUpdate.cs"
/>
<Compile
Include=
"Base\Object\Object.cs"
/>
<Compile
Include=
"Base\Object\ObjectEvents.cs"
/>
<Compile
Include=
"Base\Object\ObjectPool.cs"
/>
<Compile
Include=
"Base\Other\IUIFactory.cs"
/>
<Compile
Include=
"Component\GameObjectComponent.cs"
/>
<Compile
Include=
"Component\KVComponent.cs"
/>
<Compile
Include=
"Component\TimeComponent.cs"
/>
<Compile
Include=
"Component\TimerComponent.cs"
/>
<Compile
Include=
"Component\UIComponent.cs"
/>
<Compile
Include=
"Entity\Hotfix.cs"
/>
<Compile
Include=
"Entity\Scene.cs"
/>
<Compile
Include=
"Entity\UI.cs"
/>
<Compile
Include=
"Init.cs"
/>
<Compile
Include=
"Properties\AssemblyInfo.cs"
/>
<Compile
Include=
"UI\UILobby\Component\UILobbyComponent.cs"
/>
<Compile
Include=
"UI\UILobby\Factory\UILobbyFactory.cs"
/>
<Compile
Include=
"UI\UILogin\Component\UILoginComponent.cs"
/>
<Compile
Include=
"UI\UILogin\Event\InitSceneStart_CreateLoginUI.cs"
/>
<Compile
Include=
"UI\UILogin\Factory\UILoginFactory.cs"
/>
</ItemGroup>
<ItemGroup>
<ProjectReference
Include=
"..\Assembly-CSharp-firstpass.csproj"
>
<Project>
{2662b409-6332-1e56-d797-c9025c53bdd6}
</Project>
<Name>
Assembly-CSharp-firstpass
</Name>
</ProjectReference>
<ProjectReference
Include=
"..\Assembly-CSharp.csproj"
>
<Project>
{cd8c9303-404b-fb8d-6b9b-21988d5cac0a}
</Project>
<Name>
Assembly-CSharp
</Name>
</ProjectReference>
</ItemGroup>
<Import
Project=
"$(MSBuildToolsPath)\Microsoft.CSharp.targets"
/>
<PropertyGroup>
</PropertyGroup>
<Target
Name=
"BeforeBuild"
>
</Target>
<Target
Name=
"AfterBuild"
>
<Copy
SourceFiles=
"$(OutDir)$(TargetName).dll"
DestinationFiles=
"$(ProjectDir)/../Assets/Res/Code/$(TargetName).dll.bytes"
/>
<Copy
SourceFiles=
"$(OutDir)$(TargetName).dll.mdb"
DestinationFiles=
"$(ProjectDir)/../Assets/Res/Code/$(TargetName).mdb.bytes"
/>
</Target>
</Project>
\ No newline at end of file
Unity/Unity-Mac.sln
0 → 100644
浏览文件 @
9c89bf20
Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-firstpass", "Assembly-CSharp-firstpass.csproj", "{2662B409-6332-1E56-D797-C9025C53BDD6}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{CD8C9303-404B-FB8D-6B9B-21988D5CAC0A}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{6311E6C6-0A20-383B-320B-694068DE37A5}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor-firstpass", "Assembly-CSharp-Editor-firstpass.csproj", "{F534D6C4-3368-032B-289C-A943CC171719}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Hotfix", "Hotfix\Assembly-CSharp-Hotfix.csproj", "{40533600-4E69-4F7D-A924-E1A3B4127255}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{2662B409-6332-1E56-D797-C9025C53BDD6}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{2662B409-6332-1E56-D797-C9025C53BDD6}.Debug|Any CPU.Build.0 = Debug|Any CPU
{2662B409-6332-1E56-D797-C9025C53BDD6}.Release|Any CPU.ActiveCfg = Release|Any CPU
{2662B409-6332-1E56-D797-C9025C53BDD6}.Release|Any CPU.Build.0 = Release|Any CPU
{CD8C9303-404B-FB8D-6B9B-21988D5CAC0A}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{CD8C9303-404B-FB8D-6B9B-21988D5CAC0A}.Debug|Any CPU.Build.0 = Debug|Any CPU
{CD8C9303-404B-FB8D-6B9B-21988D5CAC0A}.Release|Any CPU.ActiveCfg = Release|Any CPU
{CD8C9303-404B-FB8D-6B9B-21988D5CAC0A}.Release|Any CPU.Build.0 = Release|Any CPU
{6311E6C6-0A20-383B-320B-694068DE37A5}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{6311E6C6-0A20-383B-320B-694068DE37A5}.Debug|Any CPU.Build.0 = Debug|Any CPU
{6311E6C6-0A20-383B-320B-694068DE37A5}.Release|Any CPU.ActiveCfg = Release|Any CPU
{6311E6C6-0A20-383B-320B-694068DE37A5}.Release|Any CPU.Build.0 = Release|Any CPU
{F534D6C4-3368-032B-289C-A943CC171719}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{F534D6C4-3368-032B-289C-A943CC171719}.Debug|Any CPU.Build.0 = Debug|Any CPU
{F534D6C4-3368-032B-289C-A943CC171719}.Release|Any CPU.ActiveCfg = Release|Any CPU
{F534D6C4-3368-032B-289C-A943CC171719}.Release|Any CPU.Build.0 = Release|Any CPU
{40533600-4E69-4F7D-A924-E1A3B4127255}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{40533600-4E69-4F7D-A924-E1A3B4127255}.Debug|Any CPU.Build.0 = Debug|Any CPU
{40533600-4E69-4F7D-A924-E1A3B4127255}.Release|Any CPU.ActiveCfg = Release|Any CPU
{40533600-4E69-4F7D-A924-E1A3B4127255}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(MonoDevelopProperties) = preSolution
StartupItem = Assembly-CSharp.csproj
EndGlobalSection
EndGlobal
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