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*.xsd.cs | ||
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# Images and resource files | ||
Content | ||
Content/bin | ||
Assets | ||
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# No keystores! | ||
Docs | ||
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WorldOfTheThreeKingdoms.Android/WorldOfTheThreeKingdoms.Android.csproj.bak
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using System; | ||
using System.Collections.Generic; | ||
using System.IO; | ||
using System.Linq; | ||
using System.Text; | ||
using System.ComponentModel; | ||
using Microsoft.Xna.Framework.Content.Pipeline; | ||
using Microsoft.Xna.Framework.Content.Pipeline.Graphics; | ||
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using TInput = System.String; | ||
using TOutput = System.String; | ||
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using FontProcessor = Microsoft.Xna.Framework.Content.Pipeline.Processors.FontDescriptionProcessor; | ||
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namespace WorldOfTheThreeKingdoms.Pipeline | ||
{ | ||
/// <summary> | ||
/// This class will be instantiated by the XNA Framework Content Pipeline | ||
/// to apply custom processing to content data, converting an object of | ||
/// type TInput to TOutput. The input and output types may be the same if | ||
/// the processor wishes to alter data without changing its type. | ||
/// | ||
/// This should be part of a Content Pipeline Extension Library project. | ||
/// | ||
/// TODO: change the ContentProcessor attribute to specify the correct | ||
/// display name for this processor. | ||
/// </summary> | ||
[ContentProcessor(DisplayName = "WorldOfTheThreeKingdoms.Pipeline.MessageLProcessor")] | ||
public class MessageLProcessor : FontProcessor | ||
{ | ||
public override SpriteFontContent Process(FontDescription input, ContentProcessorContext context) | ||
{ | ||
string fullPath = Path.GetFullPath(MessageFile); | ||
context.AddDependency(fullPath); | ||
string letters = File.ReadAllText(fullPath, System.Text.Encoding.UTF8); | ||
foreach (char c in letters) | ||
{ | ||
input.Characters.Add(c); | ||
} | ||
return base.Process(input, context); | ||
} | ||
[DefaultValue(@"Font\MessagesL.txt")] | ||
[DisplayName("Message File")] | ||
//[Description("The characters in this file will be automatically added to the font.")] | ||
public string MessageFile | ||
{ | ||
get { return messageFile; } | ||
set { messageFile = value; } | ||
} | ||
private string messageFile = @"Font\MessagesL.txt"; | ||
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} | ||
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} |
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using System; | ||
using System.Collections.Generic; | ||
using System.IO; | ||
using System.Linq; | ||
using System.Text; | ||
using System.ComponentModel; | ||
using Microsoft.Xna.Framework.Content.Pipeline; | ||
using Microsoft.Xna.Framework.Content.Pipeline.Graphics; | ||
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using TInput = System.String; | ||
using TOutput = System.String; | ||
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using FontProcessor = Microsoft.Xna.Framework.Content.Pipeline.Processors.FontDescriptionProcessor; | ||
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namespace WorldOfTheThreeKingdoms.Pipeline | ||
{ | ||
/// <summary> | ||
/// This class will be instantiated by the XNA Framework Content Pipeline | ||
/// to apply custom processing to content data, converting an object of | ||
/// type TInput to TOutput. The input and output types may be the same if | ||
/// the processor wishes to alter data without changing its type. | ||
/// | ||
/// This should be part of a Content Pipeline Extension Library project. | ||
/// | ||
/// TODO: change the ContentProcessor attribute to specify the correct | ||
/// display name for this processor. | ||
/// </summary> | ||
[ContentProcessor(DisplayName = "WorldOfTheThreeKingdoms.Pipeline.MessageProcessor")] | ||
public class MessageProcessor : FontProcessor | ||
{ | ||
public override SpriteFontContent Process(FontDescription input, ContentProcessorContext context) | ||
{ | ||
string fullPath = Path.GetFullPath(MessageFile); | ||
context.AddDependency(fullPath); | ||
string letters = File.ReadAllText(fullPath, System.Text.Encoding.UTF8); | ||
foreach (char c in letters) | ||
{ | ||
input.Characters.Add(c); | ||
} | ||
return base.Process(input, context); | ||
} | ||
[DefaultValue(@"Font\Messages.txt")] | ||
[DisplayName("Message File")] | ||
//[Description("The characters in this file will be automatically added to the font.")] | ||
public string MessageFile | ||
{ | ||
get { return messageFile; } | ||
set { messageFile = value; } | ||
} | ||
private string messageFile = @"Font\Messages.txt"; | ||
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} | ||
} |
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WorldOfTheThreeKingdoms.Pipeline/Properties/AssemblyInfo.cs
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using System.Reflection; | ||
using System.Runtime.CompilerServices; | ||
using System.Runtime.InteropServices; | ||
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// General Information about an assembly is controlled through the following | ||
// set of attributes. Change these attribute values to modify the information | ||
// associated with an assembly. | ||
[assembly: AssemblyTitle("WorldOfTheThreeKingdoms.Pipeline")] | ||
[assembly: AssemblyProduct("WorldOfTheThreeKingdoms.Pipeline")] | ||
[assembly: AssemblyConfiguration("")] | ||
[assembly: AssemblyDescription("")] | ||
[assembly: AssemblyCompany("")] | ||
[assembly: AssemblyCopyright("Copyright © 2017")] | ||
[assembly: AssemblyTrademark("")] | ||
[assembly: AssemblyCulture("")] | ||
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// Setting ComVisible to false makes the types in this assembly not visible | ||
// to COM components. If you need to access a type in this assembly from | ||
// COM, set the ComVisible attribute to true on that type. | ||
[assembly: ComVisible(false)] | ||
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// The following GUID is for the ID of the typelib if this project is exposed to COM | ||
[assembly: Guid("cf57131e-7bd4-46e4-8eb3-a04486980b3b")] | ||
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// Version information for an assembly consists of the following four values: | ||
// | ||
// Major Version | ||
// Minor Version | ||
// Build Number | ||
// Revision | ||
// | ||
// You can specify all the values or you can default the Build and Revision Numbers | ||
// by using the '*' as shown below: | ||
// [assembly: AssemblyVersion("1.0.*")] | ||
[assembly: AssemblyVersion("1.0.0.0")] | ||
[assembly: AssemblyFileVersion("1.0.0.0")] |
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WorldOfTheThreeKingdoms.Pipeline/WorldOfTheThreeKingdoms.Pipeline.csproj
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<?xml version="1.0" encoding="utf-8"?> | ||
<Project ToolsVersion="12.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | ||
<PropertyGroup> | ||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> | ||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> | ||
<ProductVersion>8.0.30703</ProductVersion> | ||
<SchemaVersion>2.0</SchemaVersion> | ||
<ProjectGuid>{C35CA3CD-1AC6-4C2A-94B5-B25A3E292FB8}</ProjectGuid> | ||
<OutputType>Library</OutputType> | ||
<AppDesignerFolder>Properties</AppDesignerFolder> | ||
<RootNamespace>WorldOfTheThreeKingdoms.Pipeline</RootNamespace> | ||
<AssemblyName>WorldOfTheThreeKingdoms.Pipeline</AssemblyName> | ||
<TargetFrameworkVersion>v4.6.1</TargetFrameworkVersion> | ||
<FileAlignment>512</FileAlignment> | ||
<TargetFrameworkProfile> | ||
</TargetFrameworkProfile> | ||
</PropertyGroup> | ||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> | ||
<DebugSymbols>true</DebugSymbols> | ||
<DebugType>full</DebugType> | ||
<Optimize>false</Optimize> | ||
<OutputPath>bin\Debug\</OutputPath> | ||
<DefineConstants>DEBUG;TRACE</DefineConstants> | ||
<ErrorReport>prompt</ErrorReport> | ||
<WarningLevel>4</WarningLevel> | ||
<Prefer32Bit>false</Prefer32Bit> | ||
</PropertyGroup> | ||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> | ||
<DebugType>pdbonly</DebugType> | ||
<Optimize>true</Optimize> | ||
<OutputPath>bin\Release\</OutputPath> | ||
<DefineConstants>TRACE</DefineConstants> | ||
<ErrorReport>prompt</ErrorReport> | ||
<WarningLevel>4</WarningLevel> | ||
<Prefer32Bit>false</Prefer32Bit> | ||
</PropertyGroup> | ||
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x64'"> | ||
<DebugSymbols>true</DebugSymbols> | ||
<OutputPath>bin\x64\Debug\</OutputPath> | ||
<DefineConstants>DEBUG;TRACE</DefineConstants> | ||
<DebugType>full</DebugType> | ||
<PlatformTarget>x64</PlatformTarget> | ||
<ErrorReport>prompt</ErrorReport> | ||
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet> | ||
</PropertyGroup> | ||
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x64'"> | ||
<OutputPath>bin\x64\Release\</OutputPath> | ||
<DefineConstants>TRACE</DefineConstants> | ||
<Optimize>true</Optimize> | ||
<DebugType>pdbonly</DebugType> | ||
<PlatformTarget>x64</PlatformTarget> | ||
<ErrorReport>prompt</ErrorReport> | ||
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet> | ||
</PropertyGroup> | ||
<ItemGroup> | ||
<Reference Include="MonoGame.Framework, Version=3.6.0.1625, Culture=neutral, processorArchitecture=MSIL"> | ||
<SpecificVersion>False</SpecificVersion> | ||
<HintPath>..\References\Win\MonoGame.Framework.dll</HintPath> | ||
</Reference> | ||
<Reference Include="MonoGame.Framework.Content.Pipeline"> | ||
<HintPath>..\References\Win\MonoGame.Framework.Content.Pipeline.dll</HintPath> | ||
</Reference> | ||
<Reference Include="System" /> | ||
</ItemGroup> | ||
<ItemGroup> | ||
<Compile Include="MessageLProcessor.cs" /> | ||
<Compile Include="MessageProcessor.cs" /> | ||
<Compile Include="Properties\AssemblyInfo.cs" /> | ||
</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> |
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<?xml version="1.0" encoding="utf-8"?> | ||
<configuration> | ||
<startup> | ||
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.6.1"/> | ||
</startup> | ||
</configuration> |
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