김유현

0614 : develop to master

Showing 53 changed files with 268 additions and 295 deletions
...@@ -57,7 +57,6 @@ ...@@ -57,7 +57,6 @@
57 </ItemGroup> 57 </ItemGroup>
58 <ItemGroup> 58 <ItemGroup>
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60 - <Compile Include="Assets\TopDown 2D RPG BE3\ReadMe\Scripts\Editor\ReadmeEditorBE3.cs" />
61 <Compile Include="Assets\VIDE\Data\Editor\VIDE_Editor.cs" /> 60 <Compile Include="Assets\VIDE\Data\Editor\VIDE_Editor.cs" />
62 <Compile Include="Assets\VIDE\Data\Editor\VDE.cs" /> 61 <Compile Include="Assets\VIDE\Data\Editor\VDE.cs" />
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...@@ -293,9 +292,6 @@ ...@@ -293,9 +292,6 @@
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...@@ -653,18 +649,12 @@ ...@@ -653,18 +649,12 @@
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...@@ -674,9 +664,6 @@ ...@@ -674,9 +664,6 @@
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...@@ -686,53 +673,15 @@ ...@@ -686,53 +673,15 @@
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......
...@@ -58,13 +58,13 @@ ...@@ -58,13 +58,13 @@
58 <ItemGroup> 58 <ItemGroup>
59 <Compile Include="Assets\VIDE\Data\VIDE_Data.cs" /> 59 <Compile Include="Assets\VIDE\Data\VIDE_Data.cs" />
60 <Compile Include="Assets\DDSystem\Demo\Scripts\TestMessage_Selection.cs" /> 60 <Compile Include="Assets\DDSystem\Demo\Scripts\TestMessage_Selection.cs" />
61 - <Compile Include="Assets\TopDown 2D RPG BE3\ReadMe\Scripts\ReadmeBE3.cs" />
62 <Compile Include="Assets\VIDE\Data\MiniJSON_VIDE.cs" /> 61 <Compile Include="Assets\VIDE\Data\MiniJSON_VIDE.cs" />
63 <Compile Include="Assets\VIDE\Data\VIDE_Localization.cs" /> 62 <Compile Include="Assets\VIDE\Data\VIDE_Localization.cs" />
64 <Compile Include="Assets\VIDE\Demos\PlayerInteraction\demoScripts\VIDEDemoPlayer.cs" /> 63 <Compile Include="Assets\VIDE\Demos\PlayerInteraction\demoScripts\VIDEDemoPlayer.cs" />
65 <Compile Include="Assets\DDSystem\Demo\Scripts\TestMessage.cs" /> 64 <Compile Include="Assets\DDSystem\Demo\Scripts\TestMessage.cs" />
66 <Compile Include="Assets\VIDE\Demos\MultiInstances\VIDEUIManager3.cs" /> 65 <Compile Include="Assets\VIDE\Demos\MultiInstances\VIDEUIManager3.cs" />
67 <Compile Include="Assets\DDSystem\Script\DialogManager.cs" /> 66 <Compile Include="Assets\DDSystem\Script\DialogManager.cs" />
67 + <Compile Include="Assets\Scripts\UIManager.cs" />
68 <Compile Include="Assets\VIDE\Demos\Narration\DEMO_UIManager.cs" /> 68 <Compile Include="Assets\VIDE\Demos\Narration\DEMO_UIManager.cs" />
69 <Compile Include="Assets\Scripts\ControllerGrabObject.cs" /> 69 <Compile Include="Assets\Scripts\ControllerGrabObject.cs" />
70 <Compile Include="Assets\VIDE\Demos\PlayerInteraction\demoScripts\QuestChartDemo.cs" /> 70 <Compile Include="Assets\VIDE\Demos\PlayerInteraction\demoScripts\QuestChartDemo.cs" />
...@@ -88,7 +88,7 @@ ...@@ -88,7 +88,7 @@
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90 <Compile Include="Assets\Scripts\ActionTest.cs" /> 90 <Compile Include="Assets\Scripts\ActionTest.cs" />
91 - <Compile Include="Assets\Scripts\UIManager.cs" /> 91 + <Compile Include="Assets\Scripts\CameraMoving.cs" />
92 </ItemGroup> 92 </ItemGroup>
93 <ItemGroup> 93 <ItemGroup>
94 <None Include="Assets\LowPolyOfficeProps_LITE\About.txt" /> 94 <None Include="Assets\LowPolyOfficeProps_LITE\About.txt" />
...@@ -324,9 +324,6 @@ ...@@ -324,9 +324,6 @@
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...@@ -675,18 +672,12 @@ ...@@ -675,18 +672,12 @@
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...@@ -696,9 +687,6 @@ ...@@ -696,9 +687,6 @@
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......
1 +using System.Collections;
2 +using System.Collections.Generic;
3 +using UnityEngine;
4 +using UnityEngine.UI;
5 +using UnityEngine.EventSystems;
6 +using Windows.Kinect;
7 +using System;
8 +using System.IO;
9 +
10 +public class CameraMoving : MonoBehaviour
11 +{
12 + private KinectSensor _Sensor;
13 + private BodyFrameReader _Reader;
14 + private Body[] _Data = null;
15 +
16 + public Text stepText;
17 +
18 + public Body[] GetData()
19 + {
20 + return _Data;
21 + }
22 +
23 + int step = 0;
24 + float speed = 2f;
25 +
26 + KinectManager manager;
27 +
28 + void Start()
29 + {
30 + _Sensor = KinectSensor.GetDefault();
31 +
32 + if (_Sensor != null)
33 + {
34 + _Reader = _Sensor.BodyFrameSource.OpenReader();
35 +
36 + if (!_Sensor.IsOpen)
37 + {
38 + _Sensor.Open();
39 + Debug.Log(_Sensor.IsOpen);
40 +
41 + }
42 + }
43 +
44 + }
45 +
46 + // Update is called once per frame
47 + void Update()
48 + {
49 + if (_Reader != null)
50 + {
51 + var frame = _Reader.AcquireLatestFrame();
52 + if (frame != null)
53 + {
54 + //Debug.Log("frame");
55 +
56 + if (_Data == null)
57 + {
58 + //Debug.Log("data");
59 +
60 + _Data = new Body[_Sensor.BodyFrameSource.BodyCount];
61 + Debug.Log("2");
62 +
63 + transform.Translate(Vector3.forward * Time.deltaTime * speed);
64 + //Debug.Log("3");
65 +
66 + step = manager.UpdateKinect(_Data);
67 + Debug.Log(step);
68 +
69 + stepText.text = "Step: " + step;
70 +
71 + }
72 +
73 + frame.GetAndRefreshBodyData(_Data);
74 +
75 +
76 + frame.Dispose();
77 + frame = null;
78 + }
79 + }
80 +
81 + }
82 +}
83 +
84 +public class KinectManager
85 +{
86 + int step_num = 0;
87 +
88 + //var bodyIndexFrame =
89 +
90 + public int UpdateKinect(Windows.Kinect.Body[] bodies)
91 + {
92 + //Debug.Log("1");
93 + var body = bodies[0];
94 + var joints = body.Joints;
95 + //Debug.Log("2");
96 +
97 + //if (body == null || !body.IsTracked) return 0;
98 +
99 + JointType left_knee = (Windows.Kinect.JointType)13;
100 + JointType right_knee = (Windows.Kinect.JointType)17;
101 + //Debug.Log("3");
102 +
103 + var left_knee_position = joints[left_knee].Position;
104 + var right_knee_position = joints[right_knee].Position;
105 + //Debug.Log("4");
106 + //Walking
107 + if (right_knee_position.X < left_knee_position.X && right_knee_position.Y < left_knee_position.Y)
108 + {
109 + Debug.Log(string.Format("{0} STEP", step_num.ToString()));
110 + //Console.WriteLine(string.Format("{0} STEP", step_num.ToString()));
111 + step_num++;
112 + }
113 + else if (right_knee_position.X > left_knee_position.X && right_knee_position.Y > left_knee_position.Y)
114 + {
115 + Debug.Log(string.Format("{0} STEP", step_num.ToString()));
116 + //Console.WriteLine(string.Format("{0} STEP", step_num.ToString()));
117 + step_num++;
118 + }
119 + else
120 + {
121 + Debug.Log("not walking");
122 + //Console.WriteLine("not walking");
123 + }
124 + return step_num;
125 + }
126 +
127 +}
1 +fileFormatVersion: 2
2 +guid: 382ec4a5d0bf2844287301f5182d007e
3 +MonoImporter:
4 + externalObjects: {}
5 + serializedVersion: 2
6 + defaultReferences: []
7 + executionOrder: 0
8 + icon: {instanceID: 0}
9 + userData:
10 + assetBundleName:
11 + assetBundleVariant:
...@@ -14,6 +14,10 @@ public class GaugeIncreasing : MonoBehaviour ...@@ -14,6 +14,10 @@ public class GaugeIncreasing : MonoBehaviour
14 GameObject clue; 14 GameObject clue;
15 GameObject panel; 15 GameObject panel;
16 GameObject apple; 16 GameObject apple;
17 + GameObject step;
18 + Text stepText;
19 + int beforeStep;
20 + int afterStep;
17 //GameObject controller_L; 21 //GameObject controller_L;
18 GameObject controller_R; 22 GameObject controller_R;
19 23
...@@ -39,6 +43,10 @@ public class GaugeIncreasing : MonoBehaviour ...@@ -39,6 +43,10 @@ public class GaugeIncreasing : MonoBehaviour
39 panel = GameObject.Find("Panel"); 43 panel = GameObject.Find("Panel");
40 apple = GameObject.Find("4"); 44 apple = GameObject.Find("4");
41 cheerUp = GameObject.Find("CheerUp"); 45 cheerUp = GameObject.Find("CheerUp");
46 + step = GameObject.Find("Step");
47 + stepText = step.GetComponent<Text>();
48 + beforeStep = int.Parse(stepText.text);
49 +
42 color = new Color(255f, 0, 0); 50 color = new Color(255f, 0, 0);
43 timeSpan = 0.0f; 51 timeSpan = 0.0f;
44 checkTime = 0.1667f; 52 checkTime = 0.1667f;
...@@ -75,15 +83,18 @@ public class GaugeIncreasing : MonoBehaviour ...@@ -75,15 +83,18 @@ public class GaugeIncreasing : MonoBehaviour
75 83
76 } 84 }
77 } 85 }
78 - timeSpan += Time.deltaTime; 86 +
79 - if (timeSpan > checkTime) 87 + afterStep = int.Parse(stepText.text);
88 +
89 + if (beforeStep != afterStep)
80 { 90 {
81 gauge.value += 0.01f; 91 gauge.value += 0.01f;
82 apple.transform.localScale += new Vector3(0.05f, 0.05f, 0.05f); 92 apple.transform.localScale += new Vector3(0.05f, 0.05f, 0.05f);
83 93
84 - timeSpan = 0; 94 + beforeStep = afterStep;
85 } 95 }
86 96
97 +
87 } 98 }
88 99
89 } 100 }
......
1 using System.Collections; 1 using System.Collections;
2 using System.Collections.Generic; 2 using System.Collections.Generic;
3 using UnityEngine; 3 using UnityEngine;
4 -using UnityEngine.SceneManagement; 4 +using UnityEngine.UI;
5 +using UnityEngine.EventSystems;
5 6
6 -public class MoveCtrl : MonoBehaviour { 7 +public class MoveCtrl : MonoBehaviour
8 +{
7 9
8 public enum MoveType 10 public enum MoveType
9 { 11 {
...@@ -11,10 +13,6 @@ public class MoveCtrl : MonoBehaviour { ...@@ -11,10 +13,6 @@ public class MoveCtrl : MonoBehaviour {
11 LOOK_AT, 13 LOOK_AT,
12 DAYDREAM 14 DAYDREAM
13 } 15 }
14 -
15 -
16 - public GameObject UIManager;
17 - GameObject controller_R;
18 public MoveType moveType = MoveType.WAY_POINT; // 이동 방식 16 public MoveType moveType = MoveType.WAY_POINT; // 이동 방식
19 public float speed = 1.0f; // 이동 속도 17 public float speed = 1.0f; // 이동 속도
20 public float damping = 3.0f; // 회전 속도를 조절할 계수 18 public float damping = 3.0f; // 회전 속도를 조절할 계수
...@@ -23,58 +21,60 @@ public class MoveCtrl : MonoBehaviour { ...@@ -23,58 +21,60 @@ public class MoveCtrl : MonoBehaviour {
23 private CharacterController cc; 21 private CharacterController cc;
24 private Transform[] points; // 웨이포인트를 저장할 배열 22 private Transform[] points; // 웨이포인트를 저장할 배열
25 private int nextIdx = 1; // 다음에 이동해야 할 위치 변수 23 private int nextIdx = 1; // 다음에 이동해야 할 위치 변수
26 - private static GameObject apple; 24 +
27 public static bool isStopped = false; 25 public static bool isStopped = false;
26 + public Text stepText;
27 + public int afterStep;
28 + public int beforeStep;
29 +
28 30
31 + GameObject Step;
29 void Start() 32 void Start()
30 { 33 {
31 tr = GetComponent<Transform>(); 34 tr = GetComponent<Transform>();
32 camTr = Camera.main.GetComponent<Transform>(); 35 camTr = Camera.main.GetComponent<Transform>();
33 cc = GetComponent<CharacterController>(); 36 cc = GetComponent<CharacterController>();
34 - points = GameObject.Find("WayPointGroup2").GetComponentsInChildren<Transform>(); 37 + points = GameObject.Find("WayPointGroup").GetComponentsInChildren<Transform>();
35 - apple = GameObject.Find("사과4"); 38 + Step = GameObject.Find("Step");
36 - controller_R = GameObject.Find("Controller (right)"); 39 + stepText = Step.GetComponent<Text>();
37 - 40 + beforeStep = int.Parse(stepText.text);
38 } 41 }
39 -
40 void Update() 42 void Update()
41 { 43 {
42 if (isStopped) 44 if (isStopped)
43 return; 45 return;
44 - 46 + switch (moveType)
45 - switch(moveType)
46 { 47 {
47 case MoveType.WAY_POINT: 48 case MoveType.WAY_POINT:
48 MoveWayPoint(); 49 MoveWayPoint();
49 break; 50 break;
50 -
51 case MoveType.LOOK_AT: 51 case MoveType.LOOK_AT:
52 MoveLookAt(); 52 MoveLookAt();
53 break; 53 break;
54 -
55 case MoveType.DAYDREAM: 54 case MoveType.DAYDREAM:
56 break; 55 break;
57 } 56 }
58 } 57 }
59 -
60 void MoveWayPoint() 58 void MoveWayPoint()
61 { 59 {
60 + afterStep = int.Parse(stepText.text);
61 +
62 + if (beforeStep != afterStep)
63 + {
64 + beforeStep = afterStep;
62 // 현재 위치에서 다음 웨이포인트를 바로보는 벡터를 계산 65 // 현재 위치에서 다음 웨이포인트를 바로보는 벡터를 계산
63 Debug.Log(nextIdx.ToString()); 66 Debug.Log(nextIdx.ToString());
64 - if (nextIdx < points.Length)
65 - {
66 Vector3 direction = points[nextIdx].position - tr.position; 67 Vector3 direction = points[nextIdx].position - tr.position;
67 // 산출된 벡터의 회전 각도를 쿼터니언 타입으로 산출 68 // 산출된 벡터의 회전 각도를 쿼터니언 타입으로 산출
68 Quaternion rot = Quaternion.LookRotation(direction); 69 Quaternion rot = Quaternion.LookRotation(direction);
69 // 현재 각도에서 회전해야 할 각도까지 부드럽게 회전 처리 70 // 현재 각도에서 회전해야 할 각도까지 부드럽게 회전 처리
70 tr.rotation = Quaternion.Slerp(tr.rotation, rot, Time.deltaTime * damping); 71 tr.rotation = Quaternion.Slerp(tr.rotation, rot, Time.deltaTime * damping);
71 -
72 // 전진 방향으로 이동 처리 72 // 전진 방향으로 이동 처리
73 tr.Translate(Vector3.forward * Time.deltaTime * speed); 73 tr.Translate(Vector3.forward * Time.deltaTime * speed);
74 - }
75 74
76 } 75 }
77 76
77 + }
78 void MoveLookAt() 78 void MoveLookAt()
79 { 79 {
80 // 메인카메라가 바라보는 방향 80 // 메인카메라가 바라보는 방향
...@@ -82,35 +82,17 @@ public class MoveCtrl : MonoBehaviour { ...@@ -82,35 +82,17 @@ public class MoveCtrl : MonoBehaviour {
82 // dir 벡터의 방향으로 초당 speed만큼씩 이동 82 // dir 벡터의 방향으로 초당 speed만큼씩 이동
83 cc.SimpleMove(dir * speed); 83 cc.SimpleMove(dir * speed);
84 } 84 }
85 -
86 void OnTriggerEnter(Collider coll) 85 void OnTriggerEnter(Collider coll)
87 { 86 {
88 - Debug.Log(coll.name);
89 // 웨이포인트(Point 게임오브젝트)에 충돌 여부 판단 87 // 웨이포인트(Point 게임오브젝트)에 충돌 여부 판단
90 - if(coll.CompareTag("WAY_POINT")) 88 + if (coll.CompareTag("WAY_POINT"))
91 { 89 {
92 // 맨 마지막 웨이포인트에 도달했을 때 처음 인덱스로 변경 90 // 맨 마지막 웨이포인트에 도달했을 때 처음 인덱스로 변경
93 - if (nextIdx < points.Length){ 91 + if (++nextIdx >= points.Length)
94 - nextIdx++;
95 - }
96 -
97 - }
98 -
99 - else if(coll.name== "rpgpp_lt_tree_pine_01")
100 { 92 {
101 - if (apple.activeSelf == true)
102 - {
103 - apple.SetActive(false);
104 - Debug.Log(apple.activeSelf);
105 - SceneManager.LoadScene("IntervalTraining");
106 - }
107 - }
108 -
109 - else if (coll.CompareTag("NPC"))
110 - {
111 - Debug.Log("NPC");
112 } 93 }
113 94
114 95
115 } 96 }
97 + }
116 } 98 }
...\ No newline at end of file ...\ No newline at end of file
......
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......
This diff could not be displayed because it is too large.
1 Base path: 'D:/Unity/Editor/Data', plugins path 'D:/Unity/Editor/Data/PlaybackEngines' 1 Base path: 'D:/Unity/Editor/Data', plugins path 'D:/Unity/Editor/Data/PlaybackEngines'
2 Cmd: initializeCompiler 2 Cmd: initializeCompiler
3 3
4 +Cmd: compileSnippet
5 + insize=17274 path=Assets/DefaultResourcesExtra/Mobile cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 rsLen=0 pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR UNITY_PASS_FORWARDBASE uKW=DIRECTIONAL LIGHTPROBE_SH FOG_LINEAR dKW=INSTANCING_ON FOG_EXP FOG_EXP2 SHADOWS_SHADOWMASK DYNAMICLIGHTMAP_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING DIRLIGHTMAP_COMBINED SHADOWS_SCREEN VERTEXLIGHT_ON UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30 flags=0 lang=0 type=Vertex platform=d3d11 reqs=33 mask=6 start=23 ok=1 outsize=1962
6 +
4 Cmd: shutdown 7 Cmd: shutdown
......
1 Base path: 'D:/Unity/Editor/Data', plugins path 'D:/Unity/Editor/Data/PlaybackEngines' 1 Base path: 'D:/Unity/Editor/Data', plugins path 'D:/Unity/Editor/Data/PlaybackEngines'
2 Cmd: initializeCompiler 2 Cmd: initializeCompiler
3 3
4 +Cmd: compileSnippet
5 + insize=17274 path=Assets/DefaultResourcesExtra/Mobile cachingPP=1 ppOnly=0 stripLineD=0 buildPlatform=19 rsLen=0 pKW=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR UNITY_PASS_FORWARDBASE uKW=DIRECTIONAL LIGHTPROBE_SH FOG_LINEAR dKW=INSTANCING_ON FOG_EXP FOG_EXP2 SHADOWS_SHADOWMASK DYNAMICLIGHTMAP_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING DIRLIGHTMAP_COMBINED SHADOWS_SCREEN UNITY_NO_DXT5nm UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_NO_FULL_STANDARD_SHADER UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_VIRTUAL_TEXTURING UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_ASTC_NORMALMAP_ENCODING SHADER_API_GLES30 flags=0 lang=0 type=Fragment platform=d3d11 reqs=33 mask=6 start=23 ok=1 outsize=1402
6 +
4 Cmd: shutdown 7 Cmd: shutdown
......
1 -Base path: 'D:/Unity/Editor/Data', plugins path 'D:/Unity/Editor/Data/PlaybackEngines'
2 -Cmd: initializeCompiler
3 -
4 -Cmd: shutdown
1  1 
2 Microsoft Visual Studio Solution File, Format Version 12.00 2 Microsoft Visual Studio Solution File, Format Version 12.00
3 # Visual Studio 15 3 # Visual Studio 15
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5 -EndProject
6 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{60310D78-8B7A-FABB-FD83-119000786342}" 4 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{60310D78-8B7A-FABB-FD83-119000786342}"
7 EndProject 5 EndProject
8 -Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SteamVR_Actions", "SteamVR_Actions.csproj", "{76F1EB3F-53DB-5748-8114-33E09C8762F0}"
9 -EndProject
10 -Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SteamVR_Input_Editor", "SteamVR_Input_Editor.csproj", "{6F22B42F-899A-E42E-814F-38FF0E3DB215}"
11 -EndProject
12 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{E151A80B-4015-8B74-3038-60EA22E7A25E}" 6 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{E151A80B-4015-8B74-3038-60EA22E7A25E}"
13 EndProject 7 EndProject
14 -Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SteamVR_Editor", "SteamVR_Editor.csproj", "{D6858D21-A814-528C-DEEF-67B0183BCC89}"
15 -EndProject
16 -Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SteamVR_Windows_EditorHelper", "SteamVR_Windows_EditorHelper.csproj", "{A6E1F8DF-CF60-3F45-FA82-919780E1A707}"
17 -EndProject
18 Global 8 Global
19 GlobalSection(SolutionConfigurationPlatforms) = preSolution 9 GlobalSection(SolutionConfigurationPlatforms) = preSolution
20 Debug|Any CPU = Debug|Any CPU 10 Debug|Any CPU = Debug|Any CPU
21 Release|Any CPU = Release|Any CPU 11 Release|Any CPU = Release|Any CPU
22 EndGlobalSection 12 EndGlobalSection
23 GlobalSection(ProjectConfigurationPlatforms) = postSolution 13 GlobalSection(ProjectConfigurationPlatforms) = postSolution
24 - {310FB4FB-53C9-90A1-9768-DD7F26101DCF}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
25 - {310FB4FB-53C9-90A1-9768-DD7F26101DCF}.Debug|Any CPU.Build.0 = Debug|Any CPU
26 - {310FB4FB-53C9-90A1-9768-DD7F26101DCF}.Release|Any CPU.ActiveCfg = Release|Any CPU
27 - {310FB4FB-53C9-90A1-9768-DD7F26101DCF}.Release|Any CPU.Build.0 = Release|Any CPU
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