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nathaniel.buck@unity3d.com 120aeb08 Changing the InGame namespace/directory to NGO for clarity. 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 Changing the InGame namespace/directory to NGO for clarity. 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
PlayerCursor.cs Changing the InGame namespace/directory to NGO for clarity. 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
Scorer.cs Changing the InGame namespace/directory to NGO for clarity. 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 Changing the InGame namespace/directory to NGO for clarity. 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 Changing the InGame namespace/directory to NGO for clarity. 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 Changing the InGame namespace/directory to NGO for clarity. 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