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nathaniel.buck@unity3d.com 5b2e7b8c Adding an outro sequence that shows the scores briefly before returning to the lobby. Adding basic UI layering for the minigame assets (target sequence renders over everything, cursors and names render over everything else, etc.). 3 年前
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IInGameInputHandler.cs Changing the InGame namespace/directory to NGO for clarity. 3 年前
IInGameInputHandler.cs.meta Adding logic for displaying an image for each symbol object, and choosing a randomized sequence of symbols. Also adding basic UI for displaying a player's target sequence. 3 年前
InGameRunner.cs Adding an outro sequence that shows the scores briefly before returning to the lobby. Adding basic UI layering for the minigame assets (target sequence renders over everything, cursors and names render over everything else, etc.). 3 年前
InGameRunner.cs.meta Initial network behavior - When entering the InGame state, players will disable menu components and the host will spawn networked objects for the symbols. They can move with Rigidbody physics for all players. Returning to the menu cleans up. Note that this currently only works with a local network connection. 3 年前
IntroOutroRunner.cs Adding an outro sequence that shows the scores briefly before returning to the lobby. Adding basic UI layering for the minigame assets (target sequence renders over everything, cursors and names render over everything else, etc.). 3 年前
IntroOutroRunner.cs.meta Adding a basic intro to the minigame. 3 年前
LobbyUserData.cs A couple things: 3 年前
LobbyUserData.cs.meta Adding in nameplates to player cursors, so that player names are shown except for that of the local client. Adding a networked data store to live on the server, since we'll need to retrieve the names for the end-of-game UI as well. 3 年前
NetworkedDataStore.cs A couple things: 3 年前
NetworkedDataStore.cs.meta Adding in nameplates to player cursors, so that player names are shown except for that of the local client. Adding a networked data store to live on the server, since we'll need to retrieve the names for the end-of-game UI as well. 3 年前
PlayerCursor.cs A couple things: 3 年前
PlayerCursor.cs.meta Players have cursors that they control that will collide with symbol objects. On a click, the host checks for proximity to a symbol object and "destroys" one if it was clicked on. 3 年前
RelayNGOUtpSetup.cs Changing the InGame namespace/directory to NGO for clarity. 3 年前
RelayNGOUtpSetup.cs.meta Cleaning up with some comments and shifting the RelayNGOUtpSetup to its own file. 3 年前
ResultsUserUI.cs A couple things: 3 年前
ResultsUserUI.cs.meta A couple things: 3 年前
Scorer.cs Adding an outro sequence that shows the scores briefly before returning to the lobby. Adding basic UI layering for the minigame assets (target sequence renders over everything, cursors and names render over everything else, etc.). 3 年前
Scorer.cs.meta Shifting the target sequence tracking to the host. Adding in scores and UI for them. These both warranted shifting some of the input handling to stay on the host, so that anything that involves validating input and awarding points is serverside. 3 年前
SequenceSelector.cs Adding in BSP generation to select spawn positions for the symbols. 3 年前
SequenceSelector.cs.meta Adding logic for displaying an image for each symbol object, and choosing a randomized sequence of symbols. Also adding basic UI for displaying a player's target sequence. 3 年前
SetupInGame.cs A couple things: 3 年前
SetupInGame.cs.meta Initial network behavior - When entering the InGame state, players will disable menu components and the host will spawn networked objects for the symbols. They can move with Rigidbody physics for all players. Returning to the menu cleans up. Note that this currently only works with a local network connection. 3 年前
SymbolContainer.cs Adding in BSP generation to select spawn positions for the symbols. 3 年前
SymbolContainer.cs.meta Initial network behavior - When entering the InGame state, players will disable menu components and the host will spawn networked objects for the symbols. They can move with Rigidbody physics for all players. Returning to the menu cleans up. Note that this currently only works with a local network connection. 3 年前
SymbolData.cs Changing the InGame namespace/directory to NGO for clarity. 3 年前
SymbolData.cs.meta Initial network behavior - When entering the InGame state, players will disable menu components and the host will spawn networked objects for the symbols. They can move with Rigidbody physics for all players. Returning to the menu cleans up. Note that this currently only works with a local network connection. 3 年前
SymbolKillVolume.cs Changing the InGame namespace/directory to NGO for clarity. 3 年前
SymbolKillVolume.cs.meta Adding logic for correctly disconnecting all players when the game ends, with some esoteric fixes (setting IsLocalSpace for the SymbolObject transforms so the client can interpolate them correctly, ensuring clients are disconnected before the host). 3 年前
SymbolObject.cs Changing the InGame namespace/directory to NGO for clarity. 3 年前
SymbolObject.cs.meta Players have cursors that they control that will collide with symbol objects. On a click, the host checks for proximity to a symbol object and "destroys" one if it was clicked on. 3 年前