├── ProjectSettings ├── ProjectVersion.txt ├── TagManager.asset ├── TimeManager.asset ├── AudioManager.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── DynamicsManager.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── NetworkManager.asset ├── ProjectSettings.asset ├── QualitySettings.asset ├── UnityAdsSettings.asset ├── Physics2DSettings.asset ├── ClusterInputManager.asset ├── EditorBuildSettings.asset └── UnityConnectSettings.asset ├── Assets ├── SQL-Server-Networking-DevKit │ ├── Materials │ │ ├── Black.mat │ │ └── Black.mat.meta │ ├── Plugins │ │ ├── Database │ │ │ ├── I18N.dll │ │ │ ├── oledb32.dll │ │ │ ├── I18N.West.dll │ │ │ ├── System.Data.dll │ │ │ ├── Mono.Data.Tds.dll │ │ │ ├── Mono.Security.dll │ │ │ ├── Mono.Data.Sqlite.dll │ │ │ ├── System.Web.Services.dll │ │ │ ├── I18N.dll.meta │ │ │ ├── I18N.West.dll.meta │ │ │ ├── System.Data.dll.meta │ │ │ ├── Mono.Data.Sqlite.dll.meta │ │ │ ├── Mono.Data.Tds.dll.meta │ │ │ ├── Mono.Security.dll.meta │ │ │ └── System.Web.Services.dll.meta │ │ └── Database.meta │ ├── Editor │ │ ├── CrossPlatformInput.meta │ │ └── CrossPlatformInput │ │ │ └── CrossPlatformInputInitialize.cs.meta │ ├── Scenes │ │ ├── Demo Database Scene.unity │ │ ├── Demo Network Scene.unity │ │ ├── Demo Network Scene.unity.meta │ │ └── Demo Database Scene.unity.meta │ ├── Prefabs │ │ ├── UI Element Prefabs │ │ │ ├── Loading Panel.prefab │ │ │ ├── Status Manager.prefab │ │ │ ├── User Log In Panel.prefab │ │ │ ├── Network Connect Panel.prefab │ │ │ ├── Network Matchmaking Panel.prefab │ │ │ ├── Server Information Prefab.prefab │ │ │ ├── Loading Panel.prefab.meta │ │ │ ├── Status Manager.prefab.meta │ │ │ ├── User Log In Panel.prefab.meta │ │ │ ├── Network Connect Panel.prefab.meta │ │ │ ├── Network Matchmaking Panel.prefab.meta │ │ │ └── Server Information Prefab.prefab.meta │ │ ├── Network Object Prefabs │ │ │ ├── Player Prefab.prefab │ │ │ └── Player Prefab.prefab.meta │ │ ├── Singleton Manager Prefabs │ │ │ ├── Database Manager.prefab │ │ │ ├── Network Manager.prefab │ │ │ ├── Application Manager.prefab │ │ │ ├── Network Manager.prefab.meta │ │ │ ├── Application Manager.prefab.meta │ │ │ └── Database Manager.prefab.meta │ │ ├── Network Object Prefabs.meta │ │ ├── UI Element Prefabs.meta │ │ └── Singleton Manager Prefabs.meta │ ├── Scripts │ │ ├── ReadMe.txt.meta │ │ ├── Network.meta │ │ ├── Utility.meta │ │ ├── _Demo.meta │ │ ├── Application.meta │ │ ├── Database.meta │ │ ├── Database │ │ │ ├── Editor.meta │ │ │ ├── ClsDAL.cs.meta │ │ │ ├── DatabaseManager.cs.meta │ │ │ └── Editor │ │ │ │ ├── DatabaseManagerEditor.cs.meta │ │ │ │ └── DatabaseManagerEditor.cs │ │ ├── Network │ │ │ ├── Editor.meta │ │ │ ├── Network UI Scripts.meta │ │ │ ├── PanelManager.cs.meta │ │ │ ├── AppNetworkManager.cs.meta │ │ │ ├── Editor │ │ │ │ └── NetworkManagerEditor.cs.meta │ │ │ ├── Network UI Scripts │ │ │ │ ├── LogInPanel.cs.meta │ │ │ │ ├── LoadingPanel.cs.meta │ │ │ │ ├── MatchMakingPanel.cs.meta │ │ │ │ ├── ServerInfoUI.cs.meta │ │ │ │ ├── NetworkConnectPanel.cs.meta │ │ │ │ ├── LoadingPanel.cs │ │ │ │ └── ServerInfoUI.cs │ │ │ └── PanelManager.cs │ │ ├── Application │ │ │ ├── Editor.meta │ │ │ ├── ApplicationManager.cs.meta │ │ │ └── Editor │ │ │ │ └── ApplicationManagerEditor.cs.meta │ │ ├── Utility │ │ │ ├── Util.cs.meta │ │ │ ├── Crypto.cs.meta │ │ │ ├── JobManager.cs.meta │ │ │ ├── TabNavigation.cs.meta │ │ │ ├── CharacterMovement.cs.meta │ │ │ ├── CharacterMovement.cs │ │ │ ├── TabNavigation.cs │ │ │ └── JobManager.cs │ │ ├── _Demo │ │ │ ├── SQLdemoScript.cs.meta │ │ │ ├── NetworkDemoScript.cs │ │ │ └── SQLdemoScript.cs │ │ ├── _Set Up │ │ │ └── CreateDemoDatabase.txt │ │ └── UI Elements │ │ │ └── UserInfoPanel.cs │ ├── Resources │ │ ├── Images │ │ │ ├── UI │ │ │ │ ├── StatusManager │ │ │ │ │ ├── Question-Mark-Icon.png │ │ │ │ │ ├── User-Connected-Icon.png │ │ │ │ │ ├── Database-Connected-Icon.png │ │ │ │ │ ├── Network-Connected-icon.png │ │ │ │ │ ├── User-Disconnected-Icon.png │ │ │ │ │ ├── Database-Disconnected-Icon.png │ │ │ │ │ ├── Network-Disconnected-icon.png │ │ │ │ │ ├── Database-Connected-CloseConn-Icon.png │ │ │ │ │ ├── Database-Connected-OpenConn-Icon.png │ │ │ │ │ ├── Question-Mark-Icon.png.meta │ │ │ │ │ ├── User-Connected-Icon.png.meta │ │ │ │ │ ├── Database-Connected-Icon.png.meta │ │ │ │ │ ├── Database-Disconnected-Icon.png.meta │ │ │ │ │ ├── Network-Connected-icon.png.meta │ │ │ │ │ ├── Network-Disconnected-icon.png.meta │ │ │ │ │ └── User-Disconnected-Icon.png.meta │ │ │ │ └── StatusManager.meta │ │ │ └── UI.meta │ │ └── Images.meta │ ├── Editor.meta │ ├── Materials.meta │ ├── Plugins.meta │ ├── Prefabs.meta │ ├── Resources.meta │ ├── Scenes.meta │ └── Scripts.meta ├── Standard Assets │ ├── CrossPlatformInput.meta │ └── CrossPlatformInput │ │ ├── Prefabs.meta │ │ ├── Scripts.meta │ │ ├── Sprites.meta │ │ ├── CrossPlatformInputGuidelines.txt.meta │ │ ├── Prefabs │ │ ├── DualTouchControls.prefab.meta │ │ ├── MobileTiltControlRig.prefab.meta │ │ ├── MobileSingleStickControl.prefab.meta │ │ └── MobileTiltControlRig.prefab │ │ ├── Scripts │ │ ├── PlatformSpecific.meta │ │ ├── Joystick.cs.meta │ │ ├── TouchPad.cs.meta │ │ ├── AxisTouchButton.cs.meta │ │ ├── ButtonHandler.cs.meta │ │ ├── MobileControlRig.cs.meta │ │ ├── VirtualInput.cs.meta │ │ ├── InputAxisScrollbar.cs.meta │ │ ├── PlatformSpecific │ │ │ ├── MobileInput.cs.meta │ │ │ ├── StandaloneInput.cs.meta │ │ │ ├── StandaloneInput.cs │ │ │ └── MobileInput.cs │ │ ├── CrossPlatformInputManager.cs.meta │ │ ├── TiltInput.cs.meta │ │ ├── InputAxisScrollbar.cs │ │ ├── ButtonHandler.cs │ │ ├── MobileControlRig.cs │ │ ├── AxisTouchButton.cs │ │ ├── Joystick.cs │ │ ├── TouchPad.cs │ │ └── TiltInput.cs │ │ ├── Sprites │ │ ├── TouchpadSprite.png │ │ ├── ButtonArrowUpSprite.png │ │ ├── ButtonBrakeUpSprite.png │ │ ├── ButtonResetSprite.png │ │ ├── SliderHandleSprite.png │ │ ├── ButtonArrowOverSprite.png │ │ ├── ButtonBrakeOverSprite.png │ │ ├── ButtonSpacebarSprite.png │ │ ├── ButtonThumbstickUpSprite.png │ │ ├── SliderBackgroundSprite.png │ │ ├── ButtonAcceleratorUpSprite.png │ │ ├── ButtonCameraCycleUpSprite.png │ │ ├── ButtonThumbstickOverSprite.png │ │ ├── ButtonAcceleratorOverSprite.png │ │ ├── ButtonTimescaleFullUpSprite.png │ │ ├── ButtonTimescaleSlowUpSprite.png │ │ ├── ButtonArrowUpSprite.png.meta │ │ ├── ButtonBrakeUpSprite.png.meta │ │ ├── SliderHandleSprite.png.meta │ │ ├── ButtonArrowOverSprite.png.meta │ │ ├── ButtonBrakeOverSprite.png.meta │ │ ├── ButtonThumbstickUpSprite.png.meta │ │ ├── ButtonAcceleratorOverSprite.png.meta │ │ ├── ButtonAcceleratorUpSprite.png.meta │ │ ├── ButtonCameraCycleUpSprite.png.meta │ │ ├── ButtonThumbstickOverSprite.png.meta │ │ ├── ButtonTimescaleFullUpSprite.png.meta │ │ ├── ButtonTimescaleSlowUpSprite.png.meta │ │ ├── ButtonResetSprite.png.meta │ │ ├── TouchpadSprite.png.meta │ │ ├── ButtonSpacebarSprite.png.meta │ │ └── SliderBackgroundSprite.png.meta │ │ └── CrossPlatformInputGuidelines.txt ├── Unity UI Controls │ ├── Prefabs │ │ ├── List Box Control │ │ │ ├── ListBox Prefab.prefab │ │ │ └── ListBox Item Prefab │ │ │ │ └── ListBox Line Item Prefab.prefab │ │ ├── Progress Bar Control │ │ │ └── Progress Bar.prefab │ │ └── Drop Down List Control │ │ │ └── DropDown Prefab.prefab │ ├── Resources │ │ └── DropDownList │ │ │ └── DropDownListDownArrow.png │ └── Scripts │ │ ├── _Demo Scripts │ │ └── DemoProgressBar.cs │ │ ├── ProgressBar Scripts │ │ └── Editor │ │ │ └── ProgressBarEditor.cs │ │ └── ListItem Scripts │ │ └── Editor │ │ └── ListBoxLineItemEditor.cs ├── C Sharp Class Builder │ ├── Scripts │ │ ├── ClassBuilder │ │ │ ├── Database │ │ │ │ ├── EnumDatabase.asset │ │ │ │ ├── ClassScriptDatabase.asset │ │ │ │ └── ClassBuilderDatabase.cs │ │ │ ├── Editor │ │ │ │ └── ClassBuilderListView.cs │ │ │ ├── Enums │ │ │ │ ├── Editor │ │ │ │ │ └── EnumBuilderListView.cs │ │ │ │ └── Database │ │ │ │ │ └── EnumDatabase.cs │ │ │ └── Base Classes │ │ │ │ └── Editor │ │ │ │ └── BaseDatabaseListView.cs │ │ └── Database │ │ │ └── DatabaseSettings.txt │ └── Class Scripts │ │ └── User Class Scripts │ │ └── Editor │ │ ├── UserEditor.cs │ │ └── UserManagerEditor.cs ├── DatabaseSettings.txt ├── Standard Assets.meta ├── NetworkSettings.txt └── ApplicationSettings.txt ├── .gitattributes ├── .gitignore └── README.md /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 5.5.2f1 2 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/RowellKataan/Unity-SQL-Server-and-Networking-DevKit/HEAD/ProjectSettings/TagManager.asset -------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 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{instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/SQL-Server-Networking-DevKit/Scripts/_Demo/SQLdemoScript.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 961fc4721b3d21f4a90a0731dc6358b2 3 | timeCreated: 1458347285 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/SQL-Server-Networking-DevKit/Scripts/Database/DatabaseManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a34d16e0543402446a3f90de46f5111f 3 | timeCreated: 1484680185 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/SQL-Server-Networking-DevKit/Scripts/Network/AppNetworkManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0ee074e7d3b4be74c9903348ceabe8f1 3 | timeCreated: 1461247813 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/SQL-Server-Networking-DevKit/Scripts/Utility/CharacterMovement.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 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executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/SQL-Server-Networking-DevKit/Scripts/Application/Editor/ApplicationManagerEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c2fe9f0e8ae880844996cbc3993f96bf 3 | timeCreated: 1484680798 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/SQL-Server-Networking-DevKit/Scripts/Network/Network UI Scripts/LoadingPanel.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1baec9d18c6fa7e438eeb68cde42a82b 3 | 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-------------------------------------------------------------------------------- /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | 4 | # Custom for Visual Studio 5 | *.cs diff=csharp 6 | 7 | # Standard to msysgit 8 | *.doc diff=astextplain 9 | *.DOC diff=astextplain 10 | *.docx diff=astextplain 11 | *.DOCX diff=astextplain 12 | *.dot diff=astextplain 13 | *.DOT diff=astextplain 14 | *.pdf diff=astextplain 15 | *.PDF diff=astextplain 16 | *.rtf diff=astextplain 17 | *.RTF diff=astextplain 18 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.CrossPlatformInput 5 | { 6 | public class InputAxisScrollbar : MonoBehaviour 7 | { 8 | public string axis; 9 | 10 | void Update() { } 11 | 12 | public void HandleInput(float value) 13 | { 14 | CrossPlatformInputManager.SetAxis(axis, (value*2f) - 1f); 15 | } 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/SQL-Server-Networking-DevKit/Plugins/Database/I18N.dll.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3d9a0974def75ce4697af43468b145cd 3 | timeCreated: 1428499321 4 | licenseType: Free 5 | PluginImporter: 6 | serializedVersion: 1 7 | iconMap: {} 8 | executionOrder: {} 9 | isPreloaded: 0 10 | platformData: 11 | Any: 12 | enabled: 1 13 | settings: {} 14 | Editor: 15 | enabled: 0 16 | settings: 17 | DefaultValueInitialized: true 18 | WindowsStoreApps: 19 | enabled: 0 20 | settings: 21 | CPU: AnyCPU 22 | userData: 23 | assetBundleName: 24 | assetBundleVariant: 25 | -------------------------------------------------------------------------------- /Assets/SQL-Server-Networking-DevKit/Plugins/Database/I18N.West.dll.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cfed345da3b7b5a4da66f50c6da3a544 3 | timeCreated: 1428499322 4 | licenseType: Free 5 | PluginImporter: 6 | serializedVersion: 1 7 | iconMap: {} 8 | executionOrder: {} 9 | isPreloaded: 0 10 | platformData: 11 | Any: 12 | enabled: 1 13 | settings: {} 14 | Editor: 15 | enabled: 0 16 | settings: 17 | DefaultValueInitialized: true 18 | WindowsStoreApps: 19 | enabled: 0 20 | settings: 21 | CPU: AnyCPU 22 | userData: 23 | assetBundleName: 24 | assetBundleVariant: 25 | -------------------------------------------------------------------------------- /Assets/SQL-Server-Networking-DevKit/Plugins/Database/System.Data.dll.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 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{} 14 | Editor: 15 | enabled: 0 16 | settings: 17 | DefaultValueInitialized: true 18 | WindowsStoreApps: 19 | enabled: 0 20 | settings: 21 | CPU: AnyCPU 22 | userData: 23 | assetBundleName: 24 | assetBundleVariant: 25 | -------------------------------------------------------------------------------- /Assets/SQL-Server-Networking-DevKit/Plugins/Database/Mono.Data.Tds.dll.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: edb94c66de994c9498fe90e290e8368c 3 | timeCreated: 1428499323 4 | licenseType: Free 5 | PluginImporter: 6 | serializedVersion: 1 7 | iconMap: {} 8 | executionOrder: {} 9 | isPreloaded: 0 10 | platformData: 11 | Any: 12 | enabled: 1 13 | settings: {} 14 | Editor: 15 | enabled: 0 16 | settings: 17 | DefaultValueInitialized: true 18 | WindowsStoreApps: 19 | enabled: 0 20 | settings: 21 | CPU: AnyCPU 22 | userData: 23 | assetBundleName: 24 | assetBundleVariant: 25 | -------------------------------------------------------------------------------- /Assets/SQL-Server-Networking-DevKit/Plugins/Database/Mono.Security.dll.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8aeb568dbcb88d745878657b5234c6b4 3 | timeCreated: 1428499322 4 | licenseType: Free 5 | PluginImporter: 6 | serializedVersion: 1 7 | iconMap: {} 8 | executionOrder: {} 9 | isPreloaded: 0 10 | platformData: 11 | Any: 12 | enabled: 1 13 | settings: {} 14 | Editor: 15 | enabled: 0 16 | settings: 17 | DefaultValueInitialized: true 18 | WindowsStoreApps: 19 | enabled: 0 20 | settings: 21 | CPU: AnyCPU 22 | userData: 23 | assetBundleName: 24 | assetBundleVariant: 25 | -------------------------------------------------------------------------------- /Assets/SQL-Server-Networking-DevKit/Plugins/Database/System.Web.Services.dll.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 474a220e13c51ed48abf797183526be2 3 | timeCreated: 1428499321 4 | licenseType: Free 5 | PluginImporter: 6 | serializedVersion: 1 7 | iconMap: {} 8 | executionOrder: {} 9 | isPreloaded: 0 10 | platformData: 11 | Any: 12 | enabled: 1 13 | settings: {} 14 | Editor: 15 | enabled: 0 16 | settings: 17 | DefaultValueInitialized: true 18 | WindowsStoreApps: 19 | enabled: 0 20 | settings: 21 | CPU: AnyCPU 22 | userData: 23 | assetBundleName: 24 | assetBundleVariant: 25 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.CrossPlatformInput 5 | { 6 | public class ButtonHandler : MonoBehaviour 7 | { 8 | 9 | public string Name; 10 | 11 | void OnEnable() 12 | { 13 | 14 | } 15 | 16 | public void SetDownState() 17 | 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-------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Sprites/SliderBackgroundSprite.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ea5873cfd9158664f89459f0c9e1d853 3 | TextureImporter: 4 | fileIDToRecycleName: 5 | 21300000: SliderBackground 6 | serializedVersion: 2 7 | mipmaps: 8 | mipMapMode: 0 9 | enableMipMap: 1 10 | linearTexture: 0 11 | correctGamma: 0 12 | fadeOut: 0 13 | borderMipMap: 0 14 | mipMapFadeDistanceStart: 1 15 | mipMapFadeDistanceEnd: 3 16 | bumpmap: 17 | convertToNormalMap: 0 18 | externalNormalMap: 0 19 | heightScale: .25 20 | normalMapFilter: 0 21 | isReadable: 0 22 | grayScaleToAlpha: 0 23 | generateCubemap: 0 24 | cubemapConvolution: 0 25 | cubemapConvolutionSteps: 8 26 | cubemapConvolutionExponent: 1.5 27 | seamlessCubemap: 0 28 | textureFormat: -1 29 | maxTextureSize: 256 30 | textureSettings: 31 | filterMode: 1 32 | aniso: 16 33 | mipBias: -1 34 | wrapMode: 1 35 | nPOTScale: 0 36 | lightmap: 0 37 | rGBM: 0 38 | compressionQuality: 50 39 | spriteMode: 1 40 | spriteExtrude: 1 41 | spriteMeshType: 1 42 | alignment: 0 43 | spritePivot: {x: .5, y: .5} 44 | spriteBorder: {x: 31, y: 15, z: 31, w: 15} 45 | spritePixelsToUnits: 100 46 | alphaIsTransparency: 1 47 | textureType: 8 48 | buildTargetSettings: [] 49 | spriteSheet: 50 | sprites: [] 51 | spritePackingTag: 52 | userData: 53 | assetBundleName: 54 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /[Dd]ocuments/ 7 | /Assets/AssetStoreTools* 8 | /Assets/ThirdPartyAssets* 9 | /Assets/Third Party Assets* 10 | 11 | # Autogenerated VS/MD solution and project files 12 | ExportedObj/ 13 | *.csproj 14 | *.unityproj 15 | *.sln 16 | *.suo 17 | *.tmp 18 | *.user 19 | *.userprefs 20 | *.pidb 21 | *.booproj 22 | *.svd 23 | 24 | 25 | # Unity3D generated meta files 26 | *.pidb.meta 27 | 28 | # Unity3D Generated File On Crash Reports 29 | sysinfo.txt 30 | 31 | # Builds 32 | *.apk 33 | *.unitypackage 34 | 35 | # ========================= 36 | # Operating System Files 37 | # ========================= 38 | 39 | # OSX 40 | # ========================= 41 | 42 | .DS_Store 43 | .AppleDouble 44 | .LSOverride 45 | 46 | # Thumbnails 47 | ._* 48 | 49 | # Files that might appear in the root of a volume 50 | .DocumentRevisions-V100 51 | .fseventsd 52 | .Spotlight-V100 53 | .TemporaryItems 54 | .Trashes 55 | .VolumeIcon.icns 56 | 57 | # Directories potentially created on remote AFP share 58 | .AppleDB 59 | .AppleDesktop 60 | Network Trash Folder 61 | Temporary Items 62 | .apdisk 63 | 64 | # Windows 65 | # ========================= 66 | 67 | # Windows image file caches 68 | Thumbs.db 69 | ehthumbs.db 70 | 71 | # Folder config file 72 | Desktop.ini 73 | 74 | # Recycle Bin used on file shares 75 | $RECYCLE.BIN/ 76 | 77 | # Windows Installer files 78 | *.cab 79 | *.msi 80 | *.msm 81 | *.msp 82 | 83 | # Windows shortcuts 84 | *.lnk 85 | *.meta 86 | -------------------------------------------------------------------------------- /Assets/Unity UI Controls/Scripts/_Demo Scripts/DemoProgressBar.cs: -------------------------------------------------------------------------------- 1 | // =========================================================================================================== 2 | // 3 | // Class/Library: Progress Bar Control - Demo Application 4 | // Author: Michael Marzilli ( http://www.linkedin.com/in/michaelmarzilli , http://www.develteam.com/Developer/Rowell/Portfolio ) 5 | // Created: Jul 18, 2016 6 | // 7 | // VERS 1.0.000 : Jul 18, 2016 : Original File Created. Released for Unity 3D. 8 | // 9 | // =========================================================================================================== 10 | 11 | #if UNITY_EDITOR 12 | #define IS_DEBUGGING 13 | #else 14 | #undef IS_DEBUGGING 15 | #endif 16 | 17 | using UnityEngine; 18 | 19 | public class DemoProgressBar : MonoBehaviour 20 | { 21 | 22 | #region "PRIVATE VARIABLES" 23 | 24 | private float fPercent = 0.00f; 25 | private float fTotal = 0.00f; 26 | private int intDir = 1; 27 | private ProgressBar pb = null; 28 | 29 | #endregion 30 | 31 | #region "PRIVATE FUNCTIONS" 32 | 33 | private void Start () 34 | { 35 | pb = GetComponent(); 36 | pb.SetProgress(0, 100.00f); 37 | } 38 | private void FixedUpdate() 39 | { 40 | float f = Random.Range(0.00f, 1.00f); 41 | f = f * intDir; 42 | fTotal += f; 43 | if (fTotal >= 100.00f) 44 | { 45 | fTotal = 100.00f; 46 | intDir = -1; 47 | } else if (fTotal <= 0) { 48 | fTotal = 0.00f; 49 | intDir = 1; 50 | } 51 | pb.SetProgress(fTotal, 100.00f); 52 | } 53 | 54 | #endregion 55 | 56 | } 57 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity_SQL_Server_and_Networking_DevKit 2 | 3 | ASSET DESCRIPTION 4 | ================= 5 | Unity SQL Server and Networking Toolkit serves three functions in one easy to use Asset. 6 | 7 | Function #1 allows a Unity developer to quickly generate a custom class, and then generate all the code for that class. 8 | This includes a Base Class, a user-modifiable Class, a Class Editor/Inspector, a Singleton Class Manager, 9 | a Class Manager Editor/Inspector and the SQL statements necessary to create your SQL tables and stored procedures to 10 | Insert, Update, Select and Delete your class's Data. 11 | 12 | Function #2 allows a Unity developer to interface with a Microsoft SQL Server Database using an easy to use Data Access Layer (DAL). 13 | 14 | Function #3 offers the Unity developer a basic, working framework to enable Networking in their application, using Unity's UNET. 15 | Included are functions to run an application as a Server, Host or Client. The template includes GUI's to connect to a server, 16 | Log In as a User, Create a new account, Reset your password and Match Making. 17 | 18 | 19 | REQUIREMENTS 20 | ============ 21 | In order to use this asset, you will need to be using Unity v5.3 (or higher) and 22 | you will have to have access to a Microsoft SQL Server database. 23 | Luckily, Microsoft now allows users to download SQL Server Express for free. 24 | You can find the installer here: https://www.microsoft.com/en-us/server-cloud/products/sql-server-editions/sql-server-express.aspx 25 | You should also download the SQL Server Management Studio, along with your installation of SQL Server. 26 | This will allow you to see and edit your data, as well as create your tables. 27 | A sample Database Creation script is included. 28 | -------------------------------------------------------------------------------- /Assets/Unity UI Controls/Scripts/ProgressBar Scripts/Editor/ProgressBarEditor.cs: -------------------------------------------------------------------------------- 1 | // =========================================================================================================== 2 | // 3 | // Class/Library: ProgressBar Control 4 | // Author: Michael Marzilli ( http://www.linkedin.com/in/michaelmarzilli , http://www.develteam.com/Developer/Rowell/Portfolio ) 5 | // Created: Jul 12, 2016 6 | // 7 | // VERS 1.0.000 : Jul 12, 2016 : Original File Created. Released for Unity 3D. 8 | // 9 | // =========================================================================================================== 10 | 11 | #if UNITY_EDITOR 12 | #define IS_DEBUGGING 13 | #else 14 | #undef IS_DEBUGGING 15 | #endif 16 | 17 | using UnityEngine; 18 | using UnityEditor; 19 | using UnityEditor.SceneManagement; 20 | 21 | [CustomEditor(typeof(ProgressBar))] 22 | public class ProgressBarEditor : Editor 23 | { 24 | 25 | public override void OnInspectorGUI() 26 | { 27 | ProgressBar myTarget = null; 28 | try { myTarget = (ProgressBar)target; } catch { } 29 | 30 | if (myTarget != null) 31 | { 32 | GUI.changed = false; 33 | 34 | EditorStyles.label.fontStyle = FontStyle.Bold; 35 | EditorGUILayout.LabelField("COLOR SETTINGS"); 36 | EditorStyles.label.fontStyle = FontStyle.Normal; 37 | myTarget.DisplayAsPercent = EditorGUILayout.Toggle("Display As Percent", myTarget.DisplayAsPercent); 38 | EditorGUILayout.Space(); 39 | myTarget.TextColor = EditorGUILayout.ColorField("Text Color", myTarget.TextColor); 40 | myTarget.TextShadow = EditorGUILayout.ColorField("Text Shadow Color", myTarget.TextShadow); 41 | myTarget.ProgressBarColor = EditorGUILayout.ColorField("Progress Bar Color", myTarget.ProgressBarColor); 42 | 43 | if (GUI.changed) 44 | { 45 | EditorUtility.SetDirty(myTarget); 46 | if (!Application.isPlaying) 47 | EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); 48 | } 49 | } 50 | } 51 | } 52 | -------------------------------------------------------------------------------- /Assets/SQL-Server-Networking-DevKit/Scripts/_Set Up/CreateDemoDatabase.txt: -------------------------------------------------------------------------------- 1 | -- -------------------------------------------------------------------------------------- 2 | -- INSTRUCTIONS TO CREATE YOUR DATABASE 3 | -- STEP 1: INSTALL Microsoft SQL Server Express AND SQL Server Management Studio. 4 | -- (Download for Free: https://www.microsoft.com/en-us/server-cloud/products/sql-server-editions/sql-server-express.aspx) 5 | -- 6 | -- STEP 2: OPEN SQL Server Management Studio 7 | -- STEP 3: CREATE A NEW DATABASE CALLED "SQLTEST". 8 | -- STEP 4: RUN THIS SQL QUERY TO SET UP YOUR SQL USER, TEST TABLE AND DATA. 9 | -- -------------------------------------------------------------------------------------- 10 | 11 | 12 | /****** Object: User [SQLUSER] Script Date: 3/18/2016 10:10:08 PM ******/ 13 | USE [master] 14 | GO 15 | CREATE LOGIN [SQLUSER] WITH PASSWORD=N'Password1', DEFAULT_DATABASE=[SQLTEST], DEFAULT_LANGUAGE=[us_english], CHECK_EXPIRATION=OFF, CHECK_POLICY=OFF 16 | GO 17 | USE [SQLTEST] 18 | GO 19 | CREATE USER [SQLUSER] FOR LOGIN [SQLUSER] WITH DEFAULT_SCHEMA=[dbo] 20 | GO 21 | EXEC sp_addrolemember N'db_datawriter', N'SQLUSER' 22 | GO 23 | GRANT CONNECT, SELECT, INSERT, UPDATE, DELETE, EXECUTE TO SQLUSER; 24 | GO 25 | /****** Object: Table [dbo].[tblTest] Script Date: 3/18/2016 10:10:08 PM ******/ 26 | SET ANSI_NULLS ON 27 | GO 28 | SET QUOTED_IDENTIFIER ON 29 | GO 30 | SET ANSI_PADDING ON 31 | GO 32 | CREATE TABLE [dbo].[tblTest]( 33 | [ID] [int] NOT NULL, 34 | [Username] [varchar](30) NOT NULL, 35 | CONSTRAINT [PK_tblTest] PRIMARY KEY CLUSTERED 36 | ( 37 | [ID] ASC 38 | )WITH (PAD_INDEX = OFF, STATISTICS_NORECOMPUTE = OFF, IGNORE_DUP_KEY = OFF, ALLOW_ROW_LOCKS = ON, ALLOW_PAGE_LOCKS = ON) ON [PRIMARY] 39 | ) ON [PRIMARY] 40 | 41 | GO 42 | SET ANSI_PADDING OFF 43 | GO 44 | ALTER TABLE [dbo].[tblTest] ADD CONSTRAINT [DF_tblTest_Username] DEFAULT ('') FOR [Username] 45 | GO 46 | USE [master] 47 | GO 48 | ALTER DATABASE [SQLTEST] SET READ_WRITE 49 | GO 50 | USE [SQLTEST] 51 | GO 52 | INSERT INTO tblTest (ID, Username) VALUES (1, 'Test User 1'); 53 | INSERT INTO tblTest (ID, Username) VALUES (2, 'Test User 2'); 54 | INSERT INTO tblTest (ID, Username) VALUES (3, 'Test User 3'); 55 | -------------------------------------------------------------------------------- /Assets/C Sharp Class Builder/Class Scripts/User Class Scripts/Editor/UserEditor.cs: -------------------------------------------------------------------------------- 1 | // AUTO-GENERATED FILE: UserEditor.cs 2 | // GENERATED ON : Wed Jan 18 2017 - 12:41:34 PM 3 | // 4 | // This is the Editor for the Class file. This is the file that you can modify. 5 | // It will not automatically be changed by the system going forward. 6 | 7 | 8 | using UnityEngine; 9 | using UnityEditor; 10 | using UnityEditor.SceneManagement; 11 | 12 | [CustomEditor(typeof(User))] 13 | public class UserEditor : Editor 14 | { 15 | 16 | private Vector4[] v4 = new Vector4[14]; 17 | private Vector4[] v4Temp = new Vector4[14]; 18 | 19 | public override void OnInspectorGUI() 20 | { 21 | User myTarget = null; 22 | try { myTarget = (User)target; } catch { } 23 | 24 | if (myTarget != null) 25 | { 26 | Quaternion q3 = Quaternion.identity; 27 | GUI.changed = false; 28 | 29 | EditorGUILayout.LabelField("Net ID", myTarget.NetID.ToString()); 30 | EditorGUILayout.IntField("UserID", myTarget.UserID); 31 | EditorGUILayout.TextField("DateCreated", myTarget.DateCreated.ToString("MM/dd/yyyy HH:mm:ss")); 32 | EditorGUILayout.TextField("DateUpdated", myTarget.DateUpdated.ToString("MM/dd/yyyy HH:mm:ss")); 33 | myTarget.IsActive = EditorGUILayout.Toggle("IsActive", myTarget.IsActive); 34 | myTarget.Username = EditorGUILayout.TextField("Username", myTarget.Username); 35 | myTarget.Password = EditorGUILayout.TextField("Password", myTarget.Password); 36 | myTarget.FirstName = EditorGUILayout.TextField("FirstName", myTarget.FirstName); 37 | myTarget.LastName = EditorGUILayout.TextField("LastName", myTarget.LastName); 38 | myTarget.EmailAddress = EditorGUILayout.TextField("EmailAddress", myTarget.EmailAddress); 39 | EditorGUILayout.TextField("User Type", myTarget.UserType.ToString()); 40 | myTarget.Warnings = EditorGUILayout.IntField("Warnings", myTarget.Warnings); 41 | EditorGUILayout.TextField("BanDate", myTarget.BanDate.ToString("MM/dd/yyyy HH:mm:ss")); 42 | myTarget.BanDays = EditorGUILayout.IntField("BanDays", myTarget.BanDays); 43 | myTarget.ConnectionCount = EditorGUILayout.IntField("ConnectionCount", myTarget.ConnectionCount); 44 | 45 | if (GUI.changed) 46 | { 47 | EditorUtility.SetDirty(myTarget); 48 | if (!Application.isPlaying) 49 | EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); 50 | } 51 | } 52 | } 53 | } 54 | 55 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | #if UNITY_EDITOR 3 | using UnityEditor; 4 | #endif 5 | using UnityEngine; 6 | 7 | 8 | namespace UnityStandardAssets.CrossPlatformInput 9 | { 10 | [ExecuteInEditMode] 11 | public class MobileControlRig : MonoBehaviour 12 | { 13 | // this script enables or disables the child objects of a control rig 14 | // depending on whether the USE_MOBILE_INPUT define is declared. 15 | 16 | // This define is set or unset by a menu item that is included with 17 | // the Cross Platform Input package. 18 | 19 | #if !UNITY_EDITOR 20 | void OnEnable() 21 | { 22 | CheckEnableControlRig(); 23 | } 24 | #endif 25 | 26 | private void Start() 27 | { 28 | #if UNITY_EDITOR 29 | if (Application.isPlaying) //if in the editor, need to check if we are playing, as start is also called just after exiting play 30 | #endif 31 | { 32 | UnityEngine.EventSystems.EventSystem system = GameObject.FindObjectOfType(); 33 | 34 | if (system == null) 35 | {//the scene have no event system, spawn one 36 | GameObject o = new GameObject("EventSystem"); 37 | 38 | o.AddComponent(); 39 | o.AddComponent(); 40 | } 41 | } 42 | } 43 | 44 | #if UNITY_EDITOR 45 | 46 | private void OnEnable() 47 | { 48 | EditorUserBuildSettings.activeBuildTargetChanged += Update; 49 | EditorApplication.update += Update; 50 | } 51 | 52 | 53 | private void OnDisable() 54 | { 55 | EditorUserBuildSettings.activeBuildTargetChanged -= Update; 56 | EditorApplication.update -= Update; 57 | } 58 | 59 | 60 | private void Update() 61 | { 62 | CheckEnableControlRig(); 63 | } 64 | #endif 65 | 66 | 67 | private void CheckEnableControlRig() 68 | { 69 | #if MOBILE_INPUT 70 | EnableControlRig(true); 71 | #else 72 | EnableControlRig(false); 73 | #endif 74 | } 75 | 76 | 77 | private void EnableControlRig(bool enabled) 78 | { 79 | foreach (Transform t in transform) 80 | { 81 | t.gameObject.SetActive(enabled); 82 | } 83 | } 84 | } 85 | } 86 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.CrossPlatformInput.PlatformSpecific 5 | { 6 | public class StandaloneInput : VirtualInput 7 | { 8 | public override float GetAxis(string name, bool raw) 9 | { 10 | return raw ? Input.GetAxisRaw(name) : Input.GetAxis(name); 11 | } 12 | 13 | 14 | public override bool GetButton(string name) 15 | { 16 | return Input.GetButton(name); 17 | } 18 | 19 | 20 | public override bool GetButtonDown(string name) 21 | { 22 | return Input.GetButtonDown(name); 23 | } 24 | 25 | 26 | public override bool GetButtonUp(string name) 27 | { 28 | return Input.GetButtonUp(name); 29 | } 30 | 31 | 32 | public override void SetButtonDown(string name) 33 | { 34 | throw new Exception( 35 | " This is not possible to be called for standalone input. Please check your platform and code where this is called"); 36 | } 37 | 38 | 39 | public override void SetButtonUp(string name) 40 | { 41 | throw new Exception( 42 | " This is not possible to be called for standalone input. Please check your platform and code where this is called"); 43 | } 44 | 45 | 46 | public override void SetAxisPositive(string name) 47 | { 48 | throw new Exception( 49 | " This is not possible to be called for standalone input. Please check your platform and code where this is called"); 50 | } 51 | 52 | 53 | public override void SetAxisNegative(string name) 54 | { 55 | throw new Exception( 56 | " This is not possible to be called for standalone input. Please check your platform and code where this is called"); 57 | } 58 | 59 | 60 | public override void SetAxisZero(string name) 61 | { 62 | throw new Exception( 63 | " This is not possible to be called for standalone input. Please check your platform and code where this is called"); 64 | } 65 | 66 | 67 | public override void SetAxis(string name, float value) 68 | { 69 | throw new Exception( 70 | " This is not possible to be called for standalone input. Please check your platform and code where this is called"); 71 | } 72 | 73 | 74 | public override Vector3 MousePosition() 75 | { 76 | return Input.mousePosition; 77 | } 78 | } 79 | } -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/AxisTouchButton.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.EventSystems; 4 | 5 | namespace UnityStandardAssets.CrossPlatformInput 6 | { 7 | public class AxisTouchButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler 8 | { 9 | // designed to work in a pair with another axis touch button 10 | // (typically with one having -1 and one having 1 axisValues) 11 | public string axisName = "Horizontal"; // The name of the axis 12 | public float axisValue = 1; // The axis that the value has 13 | public float responseSpeed = 3; // The speed at which the axis touch button responds 14 | public float returnToCentreSpeed = 3; // The speed at which the button will return to its centre 15 | 16 | AxisTouchButton m_PairedWith; // Which button this one is paired with 17 | CrossPlatformInputManager.VirtualAxis m_Axis; // A reference to the virtual axis as it is in the cross platform input 18 | 19 | void OnEnable() 20 | { 21 | if (!CrossPlatformInputManager.AxisExists(axisName)) 22 | { 23 | // if the axis doesnt exist create a new one in cross platform input 24 | m_Axis = new CrossPlatformInputManager.VirtualAxis(axisName); 25 | CrossPlatformInputManager.RegisterVirtualAxis(m_Axis); 26 | } 27 | else 28 | { 29 | m_Axis = CrossPlatformInputManager.VirtualAxisReference(axisName); 30 | } 31 | FindPairedButton(); 32 | } 33 | 34 | void FindPairedButton() 35 | { 36 | // find the other button witch which this button should be paired 37 | // (it should have the same axisName) 38 | var otherAxisButtons = FindObjectsOfType(typeof(AxisTouchButton)) as AxisTouchButton[]; 39 | 40 | if (otherAxisButtons != null) 41 | { 42 | for (int i = 0; i < otherAxisButtons.Length; i++) 43 | { 44 | if (otherAxisButtons[i].axisName == axisName && otherAxisButtons[i] != this) 45 | { 46 | m_PairedWith = otherAxisButtons[i]; 47 | } 48 | } 49 | } 50 | } 51 | 52 | void OnDisable() 53 | { 54 | // The object is disabled so remove it from the cross platform input system 55 | m_Axis.Remove(); 56 | } 57 | 58 | 59 | public void OnPointerDown(PointerEventData data) 60 | { 61 | if (m_PairedWith == null) 62 | { 63 | FindPairedButton(); 64 | } 65 | // update the axis and record that the button has been pressed this frame 66 | m_Axis.Update(Mathf.MoveTowards(m_Axis.GetValue, axisValue, responseSpeed * Time.deltaTime)); 67 | } 68 | 69 | 70 | public void OnPointerUp(PointerEventData data) 71 | { 72 | m_Axis.Update(Mathf.MoveTowards(m_Axis.GetValue, 0, responseSpeed * Time.deltaTime)); 73 | } 74 | } 75 | } -------------------------------------------------------------------------------- /Assets/C Sharp Class Builder/Scripts/ClassBuilder/Editor/ClassBuilderListView.cs: -------------------------------------------------------------------------------- 1 | // =========================================================================================================== 2 | // 3 | // Class/Library: Class Builder Unity Database ListView 4 | // Author: Michael Marzilli ( http://www.linkedin.com/in/michaelmarzilli ) 5 | // Created: Mar 26, 2016 6 | // 7 | // VERS 1.0.000 : Mar 26, 2016 : Original File Created. Released for Unity 3D. 8 | // 9 | // =========================================================================================================== 10 | 11 | using UnityEngine; 12 | using UnityEditor; 13 | 14 | namespace CBT 15 | { 16 | public partial class ClassBuilderDatabaseEditor : BaseDatabaseEditor 17 | { 18 | 19 | #region "PRIVATE FUNCTIONS" 20 | 21 | protected override void DisplayList() 22 | { 23 | for (int i = 0; i < editorDB.Count; i++) 24 | { 25 | GUILayout.BeginHorizontal("Box"); 26 | bool blnDel = (Event.current.control); 27 | bool blnRep = (blnDel != _blnSaveCtrlKey); 28 | _blnSaveCtrlKey = blnDel; 29 | 30 | if (!blnDel) 31 | { 32 | if (GUILayout.Button("?", GUILayout.Width(16), GUILayout.Height(16))) 33 | { 34 | GUI.FocusControl(""); 35 | selected = new ClassBuilder(editorDB.GetByIndex(i)); 36 | } 37 | if (blnRep) 38 | Repaint(); 39 | } else { 40 | GUIStyle style = new GUIStyle(GUI.skin.button); 41 | style.normal.textColor = Color.yellow; 42 | if (GUILayout.Button("X", style, GUILayout.Width(16), GUILayout.Height(16)) && blnDel) 43 | { 44 | if (EditorUtility.DisplayDialog("Delete this Record?", "Are you sure that you want to delete \"" + editorDB.GetByIndex(i).Name + "\"?", "Delete", "Cancel")) 45 | { 46 | selected = new ClassBuilder(editorDB.GetByName(editorDB.database[i].Name)); 47 | editorDB.Delete(selected.Index); 48 | GUI.FocusControl(""); 49 | selected = null; 50 | } 51 | } 52 | if (blnRep) 53 | Repaint(); 54 | } 55 | 56 | try 57 | { 58 | string st = editorDB.GetByIndex(i).Name; 59 | if (GUILayout.Button(st, "Label", GUILayout.ExpandWidth(true))) 60 | { 61 | GUI.FocusControl(""); 62 | selected = new ClassBuilder(editorDB.GetByIndex(i)); 63 | } 64 | if (blnRep) 65 | Repaint(); 66 | } catch { 67 | GUILayout.Label("No Class #" + i.ToString() + " of " + editorDB.Count.ToString()); 68 | } 69 | 70 | GUILayout.EndHorizontal(); 71 | } 72 | } 73 | 74 | #endregion 75 | 76 | } 77 | } 78 | -------------------------------------------------------------------------------- /Assets/C Sharp Class Builder/Scripts/ClassBuilder/Enums/Editor/EnumBuilderListView.cs: -------------------------------------------------------------------------------- 1 | // =========================================================================================================== 2 | // 3 | // Class/Library: Class Builder Unity Database ListView 4 | // Author: Michael Marzilli ( http://www.linkedin.com/in/michaelmarzilli ) 5 | // Created: Apr 19, 2016 6 | // 7 | // VERS 1.0.000 : Apr 19, 2016 : Original File Created. Released for Unity 3D. 8 | // 9 | // =========================================================================================================== 10 | 11 | using UnityEngine; 12 | using UnityEditor; 13 | 14 | namespace CBT 15 | { 16 | public partial class EnumBuilderDatabaseEditor : BaseDatabaseEditor 17 | { 18 | 19 | #region "PRIVATE FUNCTIONS" 20 | 21 | protected override void DisplayList() 22 | { 23 | for (int i = 0; i < editorDB.Count; i++) 24 | { 25 | GUILayout.BeginHorizontal("Box"); 26 | bool blnDel = (Event.current.control); 27 | bool blnRep = (blnDel != _blnSaveCtrlKey); 28 | _blnSaveCtrlKey = blnDel; 29 | 30 | if (!blnDel) 31 | { 32 | if (GUILayout.Button("?", GUILayout.Width(16), GUILayout.Height(16))) 33 | { 34 | GUI.FocusControl(""); 35 | selected = new EnumBuilder(editorDB.GetByIndex(i)); 36 | } 37 | if (blnRep) 38 | Repaint(); 39 | } else { 40 | GUIStyle style = new GUIStyle(GUI.skin.button); 41 | style.normal.textColor = Color.yellow; 42 | if (GUILayout.Button("X", style, GUILayout.Width(16), GUILayout.Height(16)) && blnDel && !EnumExistsInClass("enum" + editorDB.GetByIndex(i).Name)) 43 | { 44 | if (EditorUtility.DisplayDialog("Delete this Record?", "Are you sure that you want to delete \"" + editorDB.GetByIndex(i).Name + "\"?", "Delete", "Cancel")) 45 | { 46 | selected = new EnumBuilder(editorDB.GetByName(editorDB.database[i].Name)); 47 | editorDB.Delete(selected.Index); 48 | GUI.FocusControl(""); 49 | selected = null; 50 | } 51 | } 52 | if (blnRep) 53 | Repaint(); 54 | } 55 | 56 | try 57 | { 58 | string st = editorDB.GetByIndex(i).Name; 59 | if (GUILayout.Button(st, "Label", GUILayout.ExpandWidth(true))) 60 | { 61 | GUI.FocusControl(""); 62 | selected = new EnumBuilder(editorDB.GetByIndex(i)); 63 | } 64 | if (blnRep) 65 | Repaint(); 66 | } catch { 67 | GUILayout.Label("No Enum #" + i.ToString() + " of " + editorDB.Count.ToString()); 68 | } 69 | 70 | GUILayout.EndHorizontal(); 71 | } 72 | } 73 | 74 | #endregion 75 | 76 | } 77 | } 78 | -------------------------------------------------------------------------------- /Assets/SQL-Server-Networking-DevKit/Scripts/UI Elements/UserInfoPanel.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | using System.Collections; 4 | 5 | public class UserInfoPanel : MonoBehaviour 6 | { 7 | 8 | #region "PRIVATE VARIABLES" 9 | 10 | private User _user = null; 11 | 12 | private Text _username = null; 13 | private Text _realname = null; 14 | private Text _network = null; 15 | private GameObject _btnDisco = null; 16 | 17 | #endregion 18 | 19 | #region "PRIVATE PROPERTIES" 20 | 21 | private string Username 22 | { 23 | get 24 | { 25 | if (_username == null) 26 | _username = transform.GetChild(0).GetComponent(); 27 | return _username.text; 28 | } 29 | set 30 | { 31 | if (_username == null) 32 | _username = transform.GetChild(0).GetComponent(); 33 | _username.text = value.Trim(); 34 | } 35 | } 36 | private string Realname 37 | { 38 | get 39 | { 40 | if (_realname == null) 41 | _realname = transform.GetChild(1).GetComponent(); 42 | return _realname.text; 43 | } 44 | set 45 | { 46 | if (_realname == null) 47 | _realname = transform.GetChild(1).GetComponent(); 48 | _realname.text = value.Trim(); 49 | } 50 | } 51 | private string NetworkInfo 52 | { 53 | get 54 | { 55 | if (_network == null) 56 | _network = transform.GetChild(2).GetComponent(); 57 | return _network.text; 58 | } 59 | set 60 | { 61 | if (_network == null) 62 | _network = transform.GetChild(2).GetComponent(); 63 | _network.text = value.Trim(); 64 | } 65 | } 66 | private GameObject DisconnectButton 67 | { 68 | get 69 | { 70 | if (_btnDisco == null) 71 | _btnDisco = transform.GetChild(3).gameObject; 72 | return _btnDisco; 73 | } 74 | } 75 | 76 | #endregion 77 | 78 | #region "PUBLIC PROPERTIES" 79 | 80 | public User User 81 | { 82 | get 83 | { 84 | return _user; 85 | } 86 | set 87 | { 88 | _user = value; 89 | UpdatePanel(); 90 | } 91 | } 92 | 93 | #endregion 94 | 95 | #region "PUBLIC FUNCTIONS" 96 | 97 | public void UpdatePanel() 98 | { 99 | if (User != null && User.UserID > 0) 100 | { 101 | DisconnectButton.SetActive(true); 102 | Username = User.Username; 103 | Realname = User.RealName; 104 | NetworkInfo = User.NetConnection.address + " (" + User.NetID.ToString() + ")"; 105 | } else { 106 | DisconnectButton.SetActive(false); 107 | } 108 | } 109 | public void DisconnectButtonClick() 110 | { 111 | AppNetworkManager.Instance.ServerKickUser(User.NetConnection); 112 | } 113 | 114 | #endregion 115 | 116 | } 117 | -------------------------------------------------------------------------------- /Assets/SQL-Server-Networking-DevKit/Scripts/_Demo/NetworkDemoScript.cs: -------------------------------------------------------------------------------- 1 | // =========================================================================================================== 2 | // 3 | // Class/Library: Demo Script - Shows how to access the Network 4 | // Author: Michael Marzilli ( http://www.linkedin.com/in/michaelmarzilli ) 5 | // Created: Jan 09, 2017 6 | // 7 | // VERS 1.0.000 : Jan 09, 2017 : Original File Created. Released for Unity 3D. 8 | // 9 | // =========================================================================================================== 10 | 11 | using UnityEngine; 12 | using UnityEngine.UI; 13 | using System.Collections; 14 | 15 | public class NetworkDemoScript : MonoBehaviour 16 | { 17 | 18 | #region "PRIVATE PROPERTIES" 19 | 20 | private AppNetworkManager _nwm = null; 21 | private AppNetworkManager Net 22 | { 23 | get 24 | { 25 | if (_nwm == null) 26 | _nwm = AppNetworkManager.Instance; 27 | return _nwm; 28 | } 29 | } 30 | 31 | private GameObject _canvas = null; 32 | private GameObject Canvas 33 | { 34 | get 35 | { 36 | if (_canvas == null) 37 | _canvas = GameObject.Find("Canvas"); 38 | return _canvas; 39 | } 40 | } 41 | 42 | private string ResultText 43 | { 44 | get 45 | { 46 | return Canvas.transform.GetChild(3).GetComponent().text; 47 | } 48 | set 49 | { 50 | Canvas.transform.GetChild(3).GetComponent().text = value.Trim(); 51 | } 52 | } 53 | 54 | #endregion 55 | 56 | #region "PRIVATE FUNCTIONS" 57 | 58 | private void DisconnectFromNetwork() 59 | { 60 | if (Net.IsConnected) 61 | { 62 | if (Net.IsClient) 63 | { 64 | Debug.Log("Disconnect Client"); 65 | Net.ClientDisconnect(); 66 | } else { 67 | if (Net.IsHost) 68 | Debug.Log("Disconnect Host"); 69 | else 70 | Debug.Log("Disconnect Server"); 71 | Net.ServerDisconnect(); 72 | } 73 | } else 74 | Debug.Log("Not Connected"); 75 | 76 | transform.GetChild(0).GetComponent().text = "Connect"; 77 | } 78 | private IEnumerator ConnectToNetwork() 79 | { 80 | yield return new WaitForSeconds(0.5f); 81 | if (Net.IsClient) 82 | PanelManager.Instance.ShowConnectPanel(); 83 | else if (Net.ServerAlsoPlays) 84 | Net.HostStart(); 85 | else 86 | Net.ServerStart(); 87 | transform.GetChild(0).GetComponent().text = "Disconnect"; 88 | } 89 | 90 | #endregion 91 | 92 | #region "PUBLIC FUNCTIONS" 93 | 94 | public void DisconnectButton() 95 | { 96 | if (Net.IsConnected) 97 | DisconnectFromNetwork(); 98 | else 99 | StartCoroutine(ConnectToNetwork()); 100 | } 101 | public void WriteLogButton() 102 | { 103 | ApplicationManager.Instance.WriteDebugLog(); 104 | } 105 | 106 | #endregion 107 | 108 | } 109 | -------------------------------------------------------------------------------- /Assets/SQL-Server-Networking-DevKit/Scripts/Network/Network UI Scripts/LoadingPanel.cs: -------------------------------------------------------------------------------- 1 | // =========================================================================================================== 2 | // 3 | // Class/Library: Loading Next Scene / Connecting Panel (UI) 4 | // Author: Michael Marzilli ( http://www.linkedin.com/in/michaelmarzilli ) 5 | // Created: Apr 29, 2016 6 | // 7 | // VERS 1.0.000 : Apr 29, 2016 : Original File Created. Released for Unity 3D. 8 | // 9 | // =========================================================================================================== 10 | 11 | #if UNITY_EDITOR 12 | #define IS_DEBUGGING 13 | #else 14 | #undef IS_DEBUGGING 15 | #endif 16 | 17 | // APPNETWORKMANAGER IS MANDATORY 18 | 19 | using UnityEngine; 20 | using System.Collections; 21 | 22 | public class LoadingPanel : MonoBehaviour 23 | { 24 | 25 | #region "PRIVATE VARIABLES" 26 | 27 | private bool _blnForceConnection = false; 28 | 29 | private ProgressBar _connProgBar = null; 30 | private AppNetworkManager _nwm = null; 31 | 32 | #endregion 33 | 34 | #region "PRIVATE PROPERTIES" 35 | 36 | private ProgressBar ConnectionProgressBar 37 | { 38 | get 39 | { 40 | if (_connProgBar == null) 41 | _connProgBar = transform.GetChild(0).GetChild(1).GetComponent(); 42 | return _connProgBar; 43 | } 44 | } 45 | private AppNetworkManager Net 46 | { 47 | get 48 | { 49 | if (_nwm == null) 50 | _nwm = AppNetworkManager.Instance; 51 | return _nwm; 52 | } 53 | } 54 | 55 | #endregion 56 | 57 | #region "PRIVATE FUNCTIONS" 58 | 59 | private void OnEnable() 60 | { 61 | StartCoroutine(StartConnection()); 62 | } 63 | private IEnumerator StartConnection() 64 | { 65 | int i = 0; 66 | ConnectionProgressBar.SetProgress(0, 100); 67 | ConnectionProgressBar.Caption = "Loading..."; 68 | Util.Timer connClock = new Util.Timer(); 69 | connClock.StartTimer(); 70 | if (_blnForceConnection) 71 | Net.ClientConnect(); 72 | while (!Net.IsConnected && connClock.GetTime <= Net.CONNECTION_TIMEOUT) 73 | { 74 | yield return null; 75 | i++; 76 | ConnectionProgressBar.SetProgress(connClock.GetFloatTime, Net.CONNECTION_TIMEOUT); 77 | yield return null; 78 | } 79 | connClock.StopTimer(); 80 | ConnectionProgressBar.Caption = ""; 81 | if (!Net.IsConnected && connClock.GetFloatTime > Net.CONNECTION_TIMEOUT) 82 | { 83 | ConnectionProgressBar.Caption = "Unable to Load."; 84 | if (Net.IsClient) 85 | { 86 | Net.ClientDisconnect(); 87 | // if (Net.UsesMatchMaking) 88 | // { 89 | // PanelManager.Instance.ShowMatchMakingPanel(); 90 | // Net.StartMatchMaking(); 91 | // } else 92 | PanelManager.Instance.ShowConnectPanel(); 93 | } 94 | } 95 | connClock = null; 96 | } 97 | 98 | #endregion 99 | 100 | } 101 | -------------------------------------------------------------------------------- /Assets/SQL-Server-Networking-DevKit/Resources/Images/UI/StatusManager/Question-Mark-Icon.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ed44386ddf9b8e7418a2e938b23e0e85 3 | timeCreated: 1484674955 4 | licenseType: Pro 5 | TextureImporter: 6 | fileIDToRecycleName: {} 7 | serializedVersion: 4 8 | mipmaps: 9 | mipMapMode: 0 10 | enableMipMap: 0 11 | sRGBTexture: 1 12 | linearTexture: 0 13 | fadeOut: 0 14 | borderMipMap: 0 15 | mipMapFadeDistanceStart: 1 16 | mipMapFadeDistanceEnd: 3 17 | bumpmap: 18 | convertToNormalMap: 0 19 | externalNormalMap: 0 20 | heightScale: 0.25 21 | normalMapFilter: 0 22 | isReadable: 0 23 | grayScaleToAlpha: 0 24 | generateCubemap: 6 25 | cubemapConvolution: 0 26 | seamlessCubemap: 0 27 | textureFormat: 1 28 | maxTextureSize: 2048 29 | textureSettings: 30 | filterMode: 0 31 | aniso: -1 32 | mipBias: -1 33 | wrapMode: 1 34 | nPOTScale: 0 35 | lightmap: 0 36 | compressionQuality: 50 37 | spriteMode: 1 38 | spriteExtrude: 1 39 | spriteMeshType: 1 40 | alignment: 0 41 | spritePivot: {x: 0.5, y: 0.5} 42 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 43 | spritePixelsToUnits: 100 44 | alphaUsage: 1 45 | alphaIsTransparency: 1 46 | spriteTessellationDetail: -1 47 | textureType: 8 48 | textureShape: 1 49 | maxTextureSizeSet: 0 50 | compressionQualitySet: 0 51 | textureFormatSet: 0 52 | platformSettings: 53 | - 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buildTarget: WebGL 94 | maxTextureSize: 2048 95 | textureFormat: -1 96 | textureCompression: 1 97 | compressionQuality: 50 98 | crunchedCompression: 0 99 | allowsAlphaSplitting: 0 100 | overridden: 0 101 | spriteSheet: 102 | serializedVersion: 2 103 | sprites: [] 104 | outline: [] 105 | spritePackingTag: 106 | userData: 107 | assetBundleName: 108 | assetBundleVariant: 109 | -------------------------------------------------------------------------------- /Assets/Unity UI Controls/Scripts/ListItem Scripts/Editor/ListBoxLineItemEditor.cs: -------------------------------------------------------------------------------- 1 | // =========================================================================================================== 2 | // 3 | // Class/Library: ListBox Control - Line Item Editor/Inspector 4 | // Author: Michael Marzilli ( http://www.linkedin.com/in/michaelmarzilli , http://www.develteam.com/Developer/Rowell/Portfolio ) 5 | // Created: Jun 10, 2016 6 | // 7 | // VERS 1.0.000 : Jun 10, 2016 : Original File Created. Released for Unity 3D. 8 | // 9 | // =========================================================================================================== 10 | 11 | #if UNITY_EDITOR 12 | #define IS_DEBUGGING 13 | #else 14 | #undef IS_DEBUGGING 15 | #endif 16 | 17 | using UnityEngine; 18 | using UnityEditor; 19 | using UnityEditor.SceneManagement; 20 | 21 | [CustomEditor(typeof(ListBoxLineItem))] 22 | public class ListBoxLineItemEditor : Editor 23 | { 24 | 25 | public override void OnInspectorGUI() 26 | { 27 | ListBoxLineItem myTarget = null; 28 | try { myTarget = (ListBoxLineItem)target; } catch { } 29 | 30 | if (myTarget != null) 31 | { 32 | GUI.changed = false; 33 | 34 | EditorGUILayout.Space(); 35 | EditorStyles.label.fontStyle = FontStyle.Bold; 36 | EditorGUILayout.LabelField("GAME TURN DISPLAY"); 37 | EditorStyles.label.fontStyle = FontStyle.Normal; 38 | EditorGUILayout.ObjectField("Owning ListBox", myTarget.ListBoxControlObject, typeof(GameObject), true); 39 | EditorGUILayout.Separator(); 40 | EditorGUILayout.Space(); 41 | 42 | 43 | EditorStyles.label.fontStyle = FontStyle.Bold; 44 | EditorGUILayout.LabelField("LINE ITEM VALUES"); 45 | EditorStyles.label.fontStyle = FontStyle.Normal; 46 | EditorGUILayout.LabelField("Index", myTarget.Index.ToString()); 47 | EditorGUILayout.LabelField("Value", myTarget.Value); 48 | EditorGUILayout.LabelField("Text", myTarget.Text); 49 | EditorGUILayout.LabelField("Sub Text", myTarget.SubText); 50 | if (Application.isPlaying && myTarget.ListBoxControlObject != null) 51 | EditorGUILayout.LabelField("Selected", (myTarget.ListBoxControlObject.GetComponent().IsSelectedByIndex(myTarget.Index)) ? "YES" : "no"); 52 | EditorGUILayout.Separator(); 53 | EditorGUILayout.Space(); 54 | 55 | 56 | EditorStyles.label.fontStyle = FontStyle.Bold; 57 | EditorGUILayout.LabelField("LINE ITEM PROPERTIES"); 58 | EditorStyles.label.fontStyle = FontStyle.Normal; 59 | EditorGUILayout.LabelField("Width", myTarget.Width.ToString()); 60 | EditorGUILayout.LabelField("Height", myTarget.Height.ToString()); 61 | EditorGUILayout.LabelField("X-Pos", myTarget.X.ToString()); 62 | EditorGUILayout.LabelField("Y-Pos", myTarget.Y.ToString()); 63 | EditorGUILayout.LabelField("Spacing", myTarget.Spacing.ToString()); 64 | EditorGUILayout.ColorField("Normal Color", myTarget.ItemNormalColor); 65 | EditorGUILayout.ColorField("Highlight Color", myTarget.ItemHighlightColor); 66 | EditorGUILayout.ColorField("Selected Color", myTarget.ItemSelectedColor); 67 | EditorGUILayout.ColorField("Disabled Color", myTarget.ItemDisabledColor); 68 | EditorGUILayout.Separator(); 69 | EditorGUILayout.Space(); 70 | 71 | if (GUI.changed) 72 | { 73 | EditorUtility.SetDirty(myTarget); 74 | if (!Application.isPlaying) 75 | EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); 76 | } 77 | } 78 | } 79 | 80 | } 81 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.EventSystems; 4 | 5 | namespace UnityStandardAssets.CrossPlatformInput 6 | { 7 | public class Joystick : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler 8 | { 9 | public enum AxisOption 10 | { 11 | // Options for which axes to use 12 | Both, // Use both 13 | OnlyHorizontal, // Only horizontal 14 | OnlyVertical // Only vertical 15 | } 16 | 17 | public int MovementRange = 100; 18 | public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use 19 | public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input 20 | public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input 21 | 22 | Vector3 m_StartPos; 23 | bool m_UseX; // Toggle for using the x axis 24 | bool m_UseY; // Toggle for using the Y axis 25 | CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input 26 | CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input 27 | 28 | void OnEnable() 29 | { 30 | CreateVirtualAxes(); 31 | } 32 | 33 | void Start() 34 | { 35 | m_StartPos = transform.position; 36 | } 37 | 38 | void UpdateVirtualAxes(Vector3 value) 39 | { 40 | var delta = m_StartPos - value; 41 | delta.y = -delta.y; 42 | delta /= MovementRange; 43 | if (m_UseX) 44 | { 45 | m_HorizontalVirtualAxis.Update(-delta.x); 46 | } 47 | 48 | if (m_UseY) 49 | { 50 | m_VerticalVirtualAxis.Update(delta.y); 51 | } 52 | } 53 | 54 | void CreateVirtualAxes() 55 | { 56 | // set axes to use 57 | m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal); 58 | m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical); 59 | 60 | // create new axes based on axes to use 61 | if (m_UseX) 62 | { 63 | m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName); 64 | CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis); 65 | } 66 | if (m_UseY) 67 | { 68 | m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName); 69 | CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis); 70 | } 71 | } 72 | 73 | 74 | public void OnDrag(PointerEventData data) 75 | { 76 | Vector3 newPos = Vector3.zero; 77 | 78 | if (m_UseX) 79 | { 80 | int delta = (int)(data.position.x - m_StartPos.x); 81 | delta = Mathf.Clamp(delta, - MovementRange, MovementRange); 82 | newPos.x = delta; 83 | } 84 | 85 | if (m_UseY) 86 | { 87 | int delta = (int)(data.position.y - m_StartPos.y); 88 | delta = Mathf.Clamp(delta, -MovementRange, MovementRange); 89 | newPos.y = delta; 90 | } 91 | transform.position = new Vector3(m_StartPos.x + newPos.x, m_StartPos.y + newPos.y, m_StartPos.z + newPos.z); 92 | UpdateVirtualAxes(transform.position); 93 | } 94 | 95 | 96 | public void OnPointerUp(PointerEventData data) 97 | { 98 | transform.position = m_StartPos; 99 | UpdateVirtualAxes(m_StartPos); 100 | } 101 | 102 | 103 | public void OnPointerDown(PointerEventData data) { } 104 | 105 | void OnDisable() 106 | { 107 | // remove the joysticks from the cross platform input 108 | if (m_UseX) 109 | { 110 | m_HorizontalVirtualAxis.Remove(); 111 | } 112 | if (m_UseY) 113 | { 114 | m_VerticalVirtualAxis.Remove(); 115 | } 116 | } 117 | } 118 | } -------------------------------------------------------------------------------- /Assets/C Sharp Class Builder/Scripts/ClassBuilder/Base Classes/Editor/BaseDatabaseListView.cs: -------------------------------------------------------------------------------- 1 | // =========================================================================================================== 2 | // 3 | // Class/Library: Unity Database ListView Base 4 | // Author: Michael Marzilli ( http://www.linkedin.com/in/michaelmarzilli ) 5 | // Created: Mar 26, 2016 6 | // 7 | // VERS 1.0.000 : Mar 26, 2016 : Original File Created. Released for Unity 3D. 8 | // 1.0.001 : May 04, 2017 : Added separate variables to track ListView scroll position and 9 | // editor scroll position (_v2ScrollLPosition and _v2ScrollEPosition). 10 | // 11 | // =========================================================================================================== 12 | 13 | using UnityEngine; 14 | using UnityEditor; 15 | 16 | namespace CBT 17 | { 18 | public partial class BaseDatabaseEditor : EditorWindow where T: ScriptableObject where D: ScriptableObject where R: class 19 | { 20 | 21 | #region "PRIVATE CONSTANTS" 22 | 23 | protected const int MINIMUM_LIST_WIDTH = 200; 24 | 25 | #endregion 26 | 27 | #region "PRIVATE VARIABLES" 28 | 29 | protected Vector2 _v2ScrollLPosition = Vector2.zero; 30 | protected bool _blnSaveCtrlKey = false; 31 | 32 | #endregion 33 | 34 | #region "PRIVATE/PROTECTED FUNCTIONS" 35 | 36 | protected void ListView() 37 | { 38 | _v2ScrollLPosition = EditorGUILayout.BeginScrollView(_v2ScrollLPosition, GUILayout.ExpandHeight(true), GUILayout.Width(MINIMUM_LIST_WIDTH)); 39 | DisplayList(); 40 | EditorGUILayout.EndScrollView(); 41 | } 42 | protected virtual void DisplayList() 43 | { 44 | /* 45 | if (editorDB is BaseDatabase) 46 | { 47 | BaseDatabase db = (BaseDatabase)(object)editorDB; 48 | for (int i = 0; i < db.Count; i++) 49 | { 50 | GUILayout.BeginHorizontal("Box"); 51 | bool blnDel = (Event.current.control); 52 | bool blnRep = (blnDel != _blnSaveCtrlKey); 53 | _blnSaveCtrlKey = blnDel; 54 | 55 | if (blnDel) 56 | { 57 | GUIStyle style = new GUIStyle(GUI.skin.button); 58 | style.normal.textColor = Color.yellow; 59 | if (GUILayout.Button("X", style, GUILayout.Width(16), GUILayout.Height(16)) && blnDel) 60 | { 61 | if (EditorUtility.DisplayDialog("Delete this Record?", "Are you sure that you want to delete \"" + db.database[i].Name + "\"?", "Delete", "Cancel")) 62 | { 63 | ((BaseDatabase)(object)editorDB).Delete(db.database[i]); 64 | GUI.FocusControl(""); 65 | selected = null; 66 | } 67 | if (blnRep) 68 | Repaint(); 69 | } 70 | } else { 71 | if (GUILayout.Button("?", GUILayout.Width(16), GUILayout.Height(16))) 72 | { 73 | GUI.FocusControl(""); 74 | // selected = (R)(object) db.GetByName(db.database[i].Name); 75 | selected = (R)(object)(new BaseDescriptor(db.GetByName(db.database[i].Name))); 76 | } 77 | if (blnRep) 78 | Repaint(); 79 | } 80 | 81 | try 82 | { 83 | string st = db.database[i].Name; 84 | if (GUILayout.Button(st, "Label", GUILayout.ExpandWidth(true))) 85 | { 86 | GUI.FocusControl(""); 87 | selected = (R)(object)(new BaseDescriptor(db.GetByName(db.database[i].Name))); 88 | } 89 | if (blnRep) 90 | Repaint(); 91 | } catch { 92 | GUILayout.Label("No Item #" + i.ToString() + " of " + db.Count.ToString() ); 93 | } 94 | 95 | GUILayout.EndHorizontal(); 96 | } 97 | } 98 | */ 99 | } 100 | 101 | #endregion 102 | 103 | } 104 | } 105 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/CrossPlatformInputGuidelines.txt: -------------------------------------------------------------------------------- 1 | 2 | Importing the CrossPlatformInput package adds a menu item to Unity, "CrossPlatformInput", which allows you to enable or disable the CrossPlatformInput in the editor. You must enable the CrossPlatformInput in order to see the control rigs in the editor, and to start using Unity Remote to control your game. 3 | 4 | The CrossPlatformInput sample assets contains two main sections. 5 | 6 | 1) The folder of prefabs provide a variety of ready-to-use "MobileControlRigs". Each control rig is suitable for a different purpose, and each implements the touch or tilt-based equivalent of some of the default standalone axes or buttons. These are ready to drop into your scene, and to use them you simply need to read the axes via the CrossPlatformInput class, rather than Unity's regular Input class. 7 | 8 | 2) The set of scripts provided are the scripts we used to put together the control rigs prefabs. They provide a simplified way of reading basic mobile input, such as tilt, taps and swipe gestures. They are designed so that various mobile controls can be read in the same way as regular Unity axes and buttons. You can use these scripts to build your own MobileControlRigs. 9 | 10 | 11 | 12 | For example the Car control rig feeds the tilt input of the mobile device to the "Horizontal" axis, and has an accelerator and brake touch button which are fed as a pair into the "Vertical" axis. These are virtual equivalents of the real "Horizontal" and "Vertical" axes defined in Unity's Input Manager. 13 | 14 | Therefore when you read CrossPlatformInput.GetAxis("Horizontal"), you will either get the "real" input value - if your build target is non-mobile, or the value from the mobile control rig - if your build target is set to a mobile platform. 15 | 16 | The CrossPlatformInput scripts and prefabs are provided together as an example of how you can implement a cross-platform control solution in Unity. They also allow us to provide our other sample scenes in a form that can be published as standalone or to mobile targets with no modification. 17 | 18 | To use the CrossPlatformInput, you need to drop a "Mobile Control Rig" into your scene (or create your own), and then make calls to CrossPlatformInput functions, referring to the axes and buttons that the Rig implements. 19 | 20 | When reading input from the CrossPlatformInput class, the values returned will be taken either from Unity's Input Manager settings, or from the mobile-specific controls set up, depending on which build target you have selected. 21 | 22 | The CrossPlatformInput class is designed to be called instead of Unity's own Input class, and so mirrors certain parts of the Input API - specifically the functions relating to Axes and Buttons: 23 | GetAxis, GetAxisRaw 24 | GetButton, GetButtonDown, GetButtonUp 25 | 26 | Notes for coders: 27 | This package sets two compiler define symbols. One is always set automatically, the other is optionally set from a menu item. 28 | 29 | Importing the "CrossPlatformInput" package will automatically add a compiler define symbol, "CROSS_PLATFORM_INPUT". This enables the CrossPlatformInput functions defined in some of the other Sample Asset packages (such as the Characters, Planes, etc). Without this symbol defined, those packages use Unity's regular Input class, which means they can be imported alone and still work without the CrossPlatformInput package. 30 | 31 | The optional define (which is set by default, but can be disabled using the "Mobile Input" menu), is "MOBILE_INPUT". This causes the MobileControlRigs to become active when a mobile build target is selected. It also enables certain mobile-specific control nuances in some of the packages, which make more sense when the character or vehicle is being controlled using mobile input (such as auto-leveling the character's look direction). This define is optional because some developers prefer to use standalone input methods instead of the Unity Remote app, when testing mobile apps in the editor's play mode. 32 | 33 | -------------------------------------------------------------------------------- /Assets/SQL-Server-Networking-DevKit/Scripts/_Demo/SQLdemoScript.cs: -------------------------------------------------------------------------------- 1 | // =========================================================================================================== 2 | // 3 | // Class/Library: Demo Script - Shows how to access the SQL Database 4 | // Author: Michael Marzilli ( http://www.linkedin.com/in/michaelmarzilli ) 5 | // Created: Mar 26, 2016 6 | // 7 | // VERS 1.0.000 : Mar 26, 2016 : Original File Created. Released for Unity 3D. 8 | // 9 | // =========================================================================================================== 10 | 11 | using UnityEngine; 12 | using UnityEngine.UI; 13 | using System.Collections; 14 | 15 | public class SQLdemoScript : MonoBehaviour 16 | { 17 | 18 | #region "PRIVATE PROPERTIES" 19 | 20 | private DatabaseManager _dbm = null; 21 | private DatabaseManager Database 22 | { 23 | get 24 | { 25 | if (_dbm == null) 26 | _dbm = DatabaseManager.Instance; 27 | return _dbm; 28 | } 29 | } 30 | 31 | private GameObject _canvas = null; 32 | private GameObject Canvas 33 | { 34 | get 35 | { 36 | if (_canvas == null) 37 | _canvas = GameObject.Find("Canvas"); 38 | return _canvas; 39 | } 40 | } 41 | 42 | private string ResultText 43 | { 44 | get 45 | { 46 | return Canvas.transform.GetChild(3).GetComponent().text; 47 | } 48 | set 49 | { 50 | Canvas.transform.GetChild(3).GetComponent().text = value.Trim(); 51 | } 52 | } 53 | 54 | #endregion 55 | 56 | #region "START FUNCTIONS" 57 | 58 | private void Start() 59 | { 60 | StartCoroutine(DoStart()); 61 | } 62 | private IEnumerator DoStart() 63 | { 64 | // WE'RE GOING TO TEST IF WE CAN CONNECT TO THE DATABASE BY OPENING A CONNECTION THEN CLOSE IT 65 | int i = 0; 66 | Util.Timer clock = new Util.Timer(); 67 | clock.StartTimer(); 68 | while (!Database.IsConnected && clock.GetTime < 4) 69 | { 70 | yield return null; 71 | i++; 72 | } 73 | ResultText = "Database Connected = " + Database.IsConnectedCheck.ToString() + " (After " + clock.GetTime + " seconds, " + i.ToString() + ")"; 74 | if (!Database.KeepConnectionOpen) 75 | Database.CloseDatabase(); 76 | clock.StopTimer(); 77 | } 78 | 79 | #endregion 80 | 81 | #region "PUBLIC BUTTON FUNCTIONS" 82 | 83 | public void PressTestButton1() 84 | { 85 | // MAKE SURE THE SQL SERVER IS CONNECTED 86 | // (IF IT ISN'T, A CONNECTION WILL BE OPENED) 87 | if (Database.DAL.IsConnected) 88 | { 89 | // QUERY THE DATABASE -- COUNT THE NUMBER OF RECORDS IN OUR TEST TABLE 90 | Database.DAL.ClearParams(); 91 | int i = Database.DAL.GetSQLSelectInt("SELECT COUNT(*) FROM tblUser"); 92 | 93 | // DISPLAY THE RESULTS (OR ERRORS) 94 | ResultText = (Database.DAL.Errors == "") ? "Success! " : "Failed! "; 95 | if (Database.DAL.Errors == "") 96 | ResultText += "There are " + i.ToString() + " Records."; 97 | else 98 | ResultText += "\n" + Database.DAL.SQLqueries + "\n\n" + Database.DAL.Errors; 99 | } else 100 | ResultText = "Not Connected to the Database."; 101 | } 102 | public void PressTestButton2() 103 | { 104 | // MAKE SURE THE SQL SERVER IS CONNECTED 105 | // (IF IT ISN'T, A CONNECTION WILL BE OPENED) 106 | if (Database.DAL.IsConnected) 107 | { 108 | // QUERY THE DATABASE -- COUNT THE NUMBER OF RECORDS IN OUR TEST TABLE 109 | Database.DAL.ClearParams(); 110 | int i = Database.DAL.GetSQLSelectInt("SELECT COUNT(*) FROM tblUser WHERE UserID < 3"); 111 | 112 | // DISPLAY THE RESULTS (OR ERRORS) 113 | ResultText = (Database.DAL.Errors == "") ? "Success! " : "Failed! "; 114 | if (Database.DAL.Errors == "") 115 | ResultText += "There are " + i.ToString() + " Records."; 116 | else 117 | ResultText += "\n" + Database.DAL.SQLqueries + "\n\n" + Database.DAL.Errors; 118 | } else 119 | ResultText = "Not Connected to the Database."; 120 | } 121 | 122 | #endregion 123 | 124 | } 125 | -------------------------------------------------------------------------------- /Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.CrossPlatformInput.PlatformSpecific 5 | { 6 | public class MobileInput : VirtualInput 7 | { 8 | private void AddButton(string name) 9 | { 10 | // we have not registered this button yet so add it, happens in the constructor 11 | CrossPlatformInputManager.RegisterVirtualButton(new CrossPlatformInputManager.VirtualButton(name)); 12 | } 13 | 14 | 15 | private void AddAxes(string name) 16 | { 17 | // we have not registered this button yet so add it, happens in the constructor 18 | CrossPlatformInputManager.RegisterVirtualAxis(new CrossPlatformInputManager.VirtualAxis(name)); 19 | } 20 | 21 | 22 | public override float GetAxis(string name, bool raw) 23 | { 24 | if (!m_VirtualAxes.ContainsKey(name)) 25 | { 26 | AddAxes(name); 27 | } 28 | return m_VirtualAxes[name].GetValue; 29 | } 30 | 31 | 32 | public override void SetButtonDown(string name) 33 | { 34 | if (!m_VirtualButtons.ContainsKey(name)) 35 | { 36 | AddButton(name); 37 | } 38 | m_VirtualButtons[name].Pressed(); 39 | } 40 | 41 | 42 | public override void SetButtonUp(string name) 43 | { 44 | if (!m_VirtualButtons.ContainsKey(name)) 45 | { 46 | AddButton(name); 47 | } 48 | m_VirtualButtons[name].Released(); 49 | } 50 | 51 | 52 | public override void SetAxisPositive(string name) 53 | { 54 | if (!m_VirtualAxes.ContainsKey(name)) 55 | { 56 | AddAxes(name); 57 | } 58 | m_VirtualAxes[name].Update(1f); 59 | } 60 | 61 | 62 | public override void SetAxisNegative(string name) 63 | { 64 | if (!m_VirtualAxes.ContainsKey(name)) 65 | { 66 | AddAxes(name); 67 | } 68 | m_VirtualAxes[name].Update(-1f); 69 | } 70 | 71 | 72 | public override void SetAxisZero(string name) 73 | { 74 | if (!m_VirtualAxes.ContainsKey(name)) 75 | { 76 | AddAxes(name); 77 | } 78 | m_VirtualAxes[name].Update(0f); 79 | } 80 | 81 | 82 | public override void SetAxis(string name, float value) 83 | { 84 | if (!m_VirtualAxes.ContainsKey(name)) 85 | { 86 | AddAxes(name); 87 | } 88 | m_VirtualAxes[name].Update(value); 89 | } 90 | 91 | 92 | public override bool GetButtonDown(string name) 93 | { 94 | if (m_VirtualButtons.ContainsKey(name)) 95 | { 96 | return m_VirtualButtons[name].GetButtonDown; 97 | } 98 | 99 | AddButton(name); 100 | return m_VirtualButtons[name].GetButtonDown; 101 | } 102 | 103 | 104 | public override bool GetButtonUp(string name) 105 | { 106 | if (m_VirtualButtons.ContainsKey(name)) 107 | { 108 | return m_VirtualButtons[name].GetButtonUp; 109 | } 110 | 111 | AddButton(name); 112 | return m_VirtualButtons[name].GetButtonUp; 113 | } 114 | 115 | 116 | public override bool GetButton(string name) 117 | { 118 | if (m_VirtualButtons.ContainsKey(name)) 119 | { 120 | return m_VirtualButtons[name].GetButton; 121 | } 122 | 123 | AddButton(name); 124 | return m_VirtualButtons[name].GetButton; 125 | } 126 | 127 | 128 | public override Vector3 MousePosition() 129 | { 130 | return virtualMousePosition; 131 | } 132 | } 133 | } 134 | -------------------------------------------------------------------------------- /Assets/C Sharp Class Builder/Class Scripts/User Class Scripts/Editor/UserManagerEditor.cs: -------------------------------------------------------------------------------- 1 | // AUTO-GENERATED FILE: UserManagerEditor.cs 2 | // GENERATED ON : Wed Jan 18 2017 - 12:41:34 PM 3 | // 4 | // This is the Editor for the Class Manager file. This is the file that you can modify. 5 | // It will not automatically be changed by the system going forward. 6 | 7 | 8 | using UnityEngine; 9 | using UnityEditor; 10 | using UnityEngine.Networking; 11 | using UnityEditor.SceneManagement; 12 | using System.Collections; 13 | 14 | [CustomEditor(typeof(UserManager))] 15 | public class UserManagerEditor : Editor 16 | { 17 | 18 | private int intSelected = 0; 19 | private bool blnSave = false; 20 | private Vector4[] v4 = new Vector4[14]; 21 | private Vector4[] v4Temp = new Vector4[14]; 22 | 23 | public override void OnInspectorGUI() 24 | { 25 | UserManager myTarget = null; 26 | try { myTarget = (UserManager)target; } catch { } 27 | 28 | if (myTarget != null) 29 | { 30 | if (myTarget.Users.Count > 0) 31 | { 32 | User selected = myTarget.Users[intSelected]; 33 | Quaternion q3 = Quaternion.identity; 34 | EditorStyles.label.richText = true; 35 | EditorGUILayout.LabelField(" ", (intSelected + 1).ToString() + " / " + myTarget.Users.Count.ToString()); 36 | EditorStyles.label.richText = false; 37 | EditorGUILayout.Separator(); 38 | EditorGUILayout.Space(); 39 | GUI.changed = false; 40 | 41 | EditorGUILayout.IntField("UserID", selected.UserID); 42 | EditorGUILayout.TextField("DateCreated", selected.DateCreated.ToString("MM/dd/yyyy HH:mm:ss")); 43 | EditorGUILayout.TextField("DateUpdated", selected.DateUpdated.ToString("MM/dd/yyyy HH:mm:ss")); 44 | selected.IsActive = EditorGUILayout.Toggle("IsActive", selected.IsActive); 45 | selected.Username = EditorGUILayout.TextField("Username", selected.Username); 46 | selected.Password = EditorGUILayout.TextField("Password", selected.Password); 47 | selected.FirstName = EditorGUILayout.TextField("FirstName", selected.FirstName); 48 | selected.LastName = EditorGUILayout.TextField("LastName", selected.LastName); 49 | selected.EmailAddress = EditorGUILayout.TextField("EmailAddress", selected.EmailAddress); 50 | EditorGUILayout.LabelField("UserType", selected.UserType.ToString()); 51 | selected.Warnings = EditorGUILayout.IntField("Warnings", selected.Warnings); 52 | EditorGUILayout.TextField("BanDate", selected.BanDate.ToString("MM/dd/yyyy HH:mm:ss")); 53 | selected.BanDays = EditorGUILayout.IntField("BanDays", selected.BanDays); 54 | selected.ConnectionCount = EditorGUILayout.IntField("ConnectionCount", selected.ConnectionCount); 55 | EditorGUILayout.Separator(); 56 | EditorGUILayout.BeginHorizontal(); 57 | if (GUILayout.Button("<--")) 58 | { 59 | if (intSelected > 0) 60 | intSelected--; 61 | else 62 | intSelected = myTarget.Users.Count - 1; 63 | selected = myTarget.Users[intSelected]; 64 | blnSave = false; 65 | GUI.changed = false; 66 | 67 | GUI.SetNextControlName(""); 68 | GUI.FocusControl (""); 69 | } 70 | if (GUILayout.Button("-->")) 71 | { 72 | if (intSelected < myTarget.Users.Count - 1) 73 | intSelected++; 74 | else 75 | intSelected = 0; 76 | selected = myTarget.Users[intSelected]; 77 | blnSave = false; 78 | GUI.changed = false; 79 | 80 | GUI.SetNextControlName(""); 81 | GUI.FocusControl (""); 82 | } 83 | EditorGUILayout.EndHorizontal(); 84 | 85 | if (GUI.changed) 86 | { 87 | EditorUtility.SetDirty(myTarget); 88 | if (!Application.isPlaying) 89 | EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); 90 | blnSave = true; 91 | } 92 | if (blnSave && GUILayout.Button("SAVE")) 93 | { 94 | GUI.SetNextControlName(""); 95 | GUI.FocusControl (""); 96 | selected.Save(); 97 | blnSave = false; 98 | } 99 | } else { 100 | EditorGUILayout.LabelField("There are No Records."); 101 | } 102 | } 103 | } 104 | } 105 | 106 | -------------------------------------------------------------------------------- /Assets/SQL-Server-Networking-DevKit/Scripts/Network/PanelManager.cs: -------------------------------------------------------------------------------- 1 | // =========================================================================================================== 2 | // 3 | // Class/Library: PanelManager (Singleton Class) 4 | // Author: Michael Marzilli ( http://www.linkedin.com/in/michaelmarzilli ) 5 | // Created: Apr 29, 2016 6 | // 7 | // VERS 1.0.000 : Apr 29, 2016 : Original File Created. Released for Unity 3D. 8 | // 9 | // =========================================================================================================== 10 | 11 | #if UNITY_EDITOR 12 | #define IS_DEBUGGING 13 | #else 14 | #undef IS_DEBUGGING 15 | #endif 16 | 17 | using UnityEngine; 18 | using System.Collections; 19 | 20 | public class PanelManager : MonoBehaviour 21 | { 22 | 23 | #region "PRIVATE VARIABLES" 24 | 25 | private static PanelManager _instance = null; 26 | 27 | #endregion 28 | 29 | #region "PRIVATE PROPERTIES" 30 | 31 | private GameObject theConnectPanel 32 | { 33 | get 34 | { 35 | if (ConnectPanelObject == null) 36 | ConnectPanelObject = (GameObject) GameObject.FindObjectOfType(typeof(NetworkConnectPanel)); 37 | return ConnectPanelObject; 38 | } 39 | } 40 | private GameObject theMatchMakingPanel 41 | { 42 | get 43 | { 44 | if (MatchMakingPanelObject == null) 45 | MatchMakingPanelObject = (GameObject) GameObject.FindObjectOfType(typeof(MatchMakingPanel)); 46 | return MatchMakingPanelObject; 47 | } 48 | } 49 | private GameObject theLogInPanel 50 | { 51 | get 52 | { 53 | if (LogInPanelObject == null) 54 | LogInPanelObject = (GameObject) GameObject.FindObjectOfType(typeof(LogInPanel)); 55 | return LogInPanelObject; 56 | } 57 | } 58 | private GameObject theLoadingPanel 59 | { 60 | get 61 | { 62 | if (LoadingPanelObject == null) 63 | LoadingPanelObject = (GameObject) GameObject.FindObjectOfType(typeof(LoadingPanel)); 64 | return LoadingPanelObject; 65 | } 66 | } 67 | 68 | #endregion 69 | 70 | #region "PUBLIC PROPERTIES" 71 | 72 | public static PanelManager Instance 73 | { 74 | get 75 | { 76 | return GetInstance(); 77 | } 78 | } 79 | public static PanelManager GetInstance() 80 | { 81 | if (_instance == null) 82 | _instance = (PanelManager)GameObject.FindObjectOfType(typeof(PanelManager)); 83 | return _instance; 84 | } 85 | 86 | #endregion 87 | 88 | #region "PUBLIC EDITOR PROPERTIES" 89 | 90 | [SerializeField] 91 | public GameObject ConnectPanelObject = null; 92 | [SerializeField] 93 | public GameObject MatchMakingPanelObject = null; 94 | [SerializeField] 95 | public GameObject LogInPanelObject = null; 96 | [SerializeField] 97 | public GameObject LoadingPanelObject = null; 98 | 99 | #endregion 100 | 101 | #region "PRIVATE VARIABLES" 102 | 103 | private void HideAll() 104 | { 105 | if (theConnectPanel != null) 106 | theConnectPanel.SetActive(false); 107 | if (theMatchMakingPanel != null) 108 | theMatchMakingPanel.SetActive(false); 109 | if (theLogInPanel != null) 110 | theLogInPanel.SetActive(false); 111 | if (theLoadingPanel != null) 112 | theLoadingPanel.SetActive(false); 113 | } 114 | 115 | #endregion 116 | 117 | #region "PUBLIC PROPERTIES" 118 | 119 | public void ShowConnectPanel() 120 | { 121 | HideAll(); 122 | if (theConnectPanel != null) 123 | theConnectPanel.SetActive(true); 124 | } 125 | public void ShowMatchMakingPanel() 126 | { 127 | HideAll(); 128 | if (theMatchMakingPanel != null) 129 | theMatchMakingPanel.SetActive(true); 130 | } 131 | public void ShowLogInPanel() 132 | { 133 | HideAll(); 134 | if (theLogInPanel != null) 135 | theLogInPanel.SetActive(true); 136 | } 137 | public void ShowLoadingPanel() 138 | { 139 | HideAll(); 140 | if (theLoadingPanel != null) 141 | theLoadingPanel.SetActive(true); 142 | } 143 | public void ShowGame() 144 | { 145 | HideAll(); 146 | } 147 | 148 | #endregion 149 | 150 | } 151 | -------------------------------------------------------------------------------- /Assets/SQL-Server-Networking-DevKit/Scripts/Database/Editor/DatabaseManagerEditor.cs: -------------------------------------------------------------------------------- 1 | // =========================================================================================================== 2 | // 3 | // Class/Library: DatabaseManager Inspector/Editor 4 | // Author: Michael Marzilli ( http://www.linkedin.com/in/michaelmarzilli ) 5 | // Created: Mar 26, 2016 6 | // 7 | // VERS 1.0.000 : Mar 26, 2016 : Original File Created. Released for Unity 3D. 8 | // 9 | // =========================================================================================================== 10 | 11 | using UnityEngine; 12 | using UnityEditor; 13 | using UnityEditor.SceneManagement; 14 | 15 | [CustomEditor(typeof(DatabaseManager))] 16 | public class DatabaseManagerEditor : Editor 17 | { 18 | 19 | private string strDec = ""; 20 | 21 | public override void OnInspectorGUI() 22 | { 23 | DatabaseManager myTarget = null; 24 | try { myTarget = (DatabaseManager)target; } catch { } 25 | 26 | if (myTarget != null) 27 | { 28 | GUI.changed = false; 29 | 30 | 31 | EditorStyles.label.fontStyle = FontStyle.Bold; 32 | EditorGUILayout.LabelField("DATABASE CONFIGURATION"); 33 | EditorStyles.label.fontStyle = FontStyle.Normal; 34 | myTarget.DBtextFile = (TextAsset)EditorGUILayout.ObjectField("Override File", myTarget.DBtextFile, typeof(TextAsset), true); 35 | myTarget.DBserver = EditorGUILayout.TextField("Database Server", myTarget.DBserver); 36 | myTarget.DBport = EditorGUILayout.IntField( "Database Port", myTarget.DBport); 37 | myTarget.DBdatabase = EditorGUILayout.TextField("Database Name", myTarget.DBdatabase); 38 | myTarget.DBuseWindowsAccount = EditorGUILayout.Toggle("Use Windows Account", myTarget.DBuseWindowsAccount); 39 | if (myTarget.DBport < 1) 40 | myTarget.DBport = 1433; 41 | if (!myTarget.DBuseWindowsAccount) 42 | { 43 | myTarget.DBuser = EditorGUILayout.TextField("Username", myTarget.DBuser); 44 | myTarget.DBpassword = EditorGUILayout.PasswordField("Password", myTarget.DBpassword); // PasswordField 45 | } 46 | myTarget.KeepConnectionOpen = EditorGUILayout.Toggle("Keep Connection Open", myTarget.KeepConnectionOpen); 47 | myTarget.ClientsCanUse = EditorGUILayout.Toggle( "Client Can Use DB", myTarget.ClientsCanUse); 48 | EditorGUILayout.TextField("Encrypted Text", strDec, GUILayout.MaxHeight(75)); 49 | if (GUILayout.Button("Show Encryption Text")) 50 | { 51 | strDec = ""; 52 | strDec += "Server: " + myTarget.DBserver + "," + myTarget.DBport.ToString() + "\n"; 53 | strDec += "Database: " + myTarget.DBdatabase + "\n"; 54 | strDec += "Username: " + Crypto.Encrypt(myTarget.DBuser) + "\n"; 55 | strDec += "Password: " + Crypto.Encrypt(myTarget.DBpassword) + "\n"; 56 | } 57 | 58 | if (Application.isPlaying) 59 | { 60 | EditorGUILayout.Separator(); 61 | EditorGUILayout.Space(); 62 | EditorStyles.label.fontStyle = FontStyle.Bold; 63 | EditorGUILayout.LabelField("DATABASE STATUS"); 64 | EditorStyles.label.fontStyle = FontStyle.Normal; 65 | EditorGUILayout.Toggle( "Is Online?", myTarget.IsConnectedCheck); 66 | 67 | EditorGUILayout.LabelField("Last Query: ", myTarget.DAL.LastQueryTime.ToString("0.000000") + " seconds"); 68 | EditorGUILayout.LabelField("Average Query: ", myTarget.DAL.AverageQueryTime.ToString("0.000000") + " seconds"); 69 | EditorGUILayout.Space(); 70 | 71 | EditorStyles.label.wordWrap = true; 72 | EditorStyles.label.stretchWidth = false; 73 | EditorStyles.label.stretchHeight = true; 74 | EditorGUILayout.LabelField("Last Command", (myTarget.DAL.SQLqueries == "") ? "(None)" : myTarget.DAL.SQLqueries); 75 | EditorGUILayout.LabelField("Error Message", (myTarget.DAL.Errors == "") ? "(None)" : myTarget.DAL.Errors); 76 | EditorStyles.label.wordWrap = false; 77 | EditorStyles.label.stretchHeight = false; 78 | if (GUILayout.Button("Reset SQL Errors")) 79 | myTarget.DAL.ResetErrors(); 80 | } 81 | 82 | if (GUI.changed) 83 | { 84 | EditorUtility.SetDirty(myTarget); 85 | if (!Application.isPlaying) 86 | EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); 87 | } 88 | } 89 | } 90 | } 91 | -------------------------------------------------------------------------------- /Assets/C Sharp Class Builder/Scripts/ClassBuilder/Database/ClassBuilderDatabase.cs: -------------------------------------------------------------------------------- 1 | // =========================================================================================================== 2 | // 3 | // Class/Library: Class Builder - Database Script (non-SQL database) 4 | // Author: Michael Marzilli ( http://www.linkedin.com/in/michaelmarzilli ) 5 | // Created: Mar 26, 2016 6 | // 7 | // VERS 1.0.000 : Mar 26, 2016 : Original File Created. Released for Unity 3D. 8 | // 9 | // =========================================================================================================== 10 | 11 | #if UNITY_EDITOR 12 | using UnityEditor; 13 | #endif 14 | using UnityEngine; 15 | using System.Linq; 16 | using System.Collections.Generic; 17 | 18 | namespace CBT 19 | { 20 | [System.Serializable] 21 | public class ClassBuilderDatabase : BaseDatabase 22 | { 23 | 24 | #region "PUBLIC PROPERTIES" 25 | 26 | public override int MaxID 27 | { 28 | get 29 | { 30 | if (database == null) 31 | database = new List(); 32 | 33 | if (Count > 0) 34 | return database[Count - 1].ID; 35 | else 36 | return 0; 37 | } 38 | } 39 | 40 | #endregion 41 | 42 | #region "PUBLIC METHODS" 43 | 44 | #if UNITY_EDITOR 45 | 46 | public override void Add( ClassBuilder added) 47 | { 48 | added.ID = MaxID + 1; 49 | added.Index = Count; 50 | base.Add(added); 51 | } 52 | public override void Insert( int index, ClassBuilder added) 53 | { 54 | added.ID = MaxID + 1; 55 | added.Index = index; 56 | base.Insert(index, added); 57 | } 58 | public override void Save( ClassBuilder added) 59 | { 60 | if (added.ID < 1 || added.Index < 0) 61 | { 62 | int i = -1; 63 | if (added.ID > 0) 64 | i = FindByID(added.ID); 65 | if (i < 0) 66 | Add(added); 67 | else 68 | { 69 | added.Index = i; 70 | database[i] = added; 71 | } 72 | } else { 73 | database[added.Index] = added; 74 | } 75 | EditorUtility.SetDirty(this); 76 | } 77 | public override void Save( int index, ClassBuilder added) 78 | { 79 | if (index < 0) 80 | { 81 | Add(added); 82 | } else { 83 | added.Index = index; 84 | database[index] = added; 85 | EditorUtility.SetDirty(this); 86 | } 87 | } 88 | 89 | #endif 90 | 91 | public override void Init() 92 | { 93 | database = ClassBuilder.LoadDatabase().database; 94 | } 95 | public override ClassBuilder GetByIndex( int index) 96 | { 97 | try 98 | { 99 | if (!IsDatabaseLoaded) 100 | database = ClassBuilder.LoadDatabase().database; 101 | 102 | if (database != null && (database.ElementAt(index)) != null) 103 | database.ElementAt(index).Index = index; 104 | else 105 | index = -1; 106 | } catch { index = -1; } 107 | 108 | 109 | if (index < 0) 110 | return new ClassBuilder(); 111 | else 112 | return base.GetByIndex(index); 113 | } 114 | public override ClassBuilder GetByID( int intID) 115 | { 116 | if (intID < 0) 117 | return null; 118 | 119 | if (!IsDatabaseLoaded) 120 | database = ClassBuilder.LoadDatabase().database; 121 | 122 | return database.Find(p => p.ID == intID); 123 | } 124 | 125 | #endregion 126 | 127 | #region "PRIVATE/PROTECTED FUNCTIONS" 128 | 129 | protected override int FindByID( int intID) // RETURN THE INDEX OF THE RECORD 130 | { 131 | if (intID < 1) 132 | return -1; 133 | int intRet = -1; 134 | for (int i = 0; i < Count; i++) 135 | { 136 | database.ElementAt(i).Index = i; 137 | if (database.ElementAt(i).ID == intID) 138 | intRet = i; 139 | } 140 | return intRet; 141 | } 142 | protected override int FindByName( string strName) // RETURN THE INDEX OF THE RECORD 143 | { 144 | if (strName.Trim() == "") 145 | return -1; 146 | 147 | for (int i = 0; i < Count; i++) 148 | { 149 | database.ElementAt(i).Index = i; 150 | if (database.ElementAt(i).Name == strName) 151 | return i; 152 | } 153 | return -1; 154 | } 155 | 156 | #endregion 157 | 158 | } 159 | } 160 | -------------------------------------------------------------------------------- /Assets/C Sharp Class Builder/Scripts/ClassBuilder/Enums/Database/EnumDatabase.cs: -------------------------------------------------------------------------------- 1 | // =========================================================================================================== 2 | // 3 | // Class/Library: Class Builder - Database Script (non-SQL database) 4 | // Author: Michael Marzilli ( http://www.linkedin.com/in/michaelmarzilli ) 5 | // Created: Mar 26, 2016 6 | // 7 | // VERS 1.0.000 : Mar 26, 2016 : Original File Created. Released for Unity 3D. 8 | // 9 | // =========================================================================================================== 10 | 11 | #if UNITY_EDITOR 12 | using UnityEditor; 13 | #endif 14 | using UnityEngine; 15 | using System.Linq; 16 | using System.Collections.Generic; 17 | 18 | namespace CBT 19 | { 20 | [System.Serializable] 21 | public class EnumDatabase : BaseDatabase 22 | { 23 | 24 | #region "PUBLIC PROPERTIES" 25 | 26 | public override int MaxID 27 | { 28 | get 29 | { 30 | if (database == null) 31 | database = new List(); 32 | 33 | if (Count > 0) 34 | return database[Count - 1].ID; 35 | else 36 | return 0; 37 | } 38 | } 39 | 40 | #endregion 41 | 42 | #region "PUBLIC METHODS" 43 | 44 | #if UNITY_EDITOR 45 | 46 | public override void Add( EnumBuilder added) 47 | { 48 | added.ID = MaxID + 1; 49 | added.Index = Count; 50 | base.Add(added); 51 | } 52 | public override void Insert( int index, EnumBuilder added) 53 | { 54 | added.ID = MaxID + 1; 55 | added.Index = index; 56 | base.Insert(index, added); 57 | } 58 | public override void Save( EnumBuilder added) 59 | { 60 | if (added.ID < 1 || added.Index < 0) 61 | { 62 | int i = -1; 63 | if (added.ID > 0) 64 | i = FindByID(added.ID); 65 | if (i < 0) 66 | Add(added); 67 | else 68 | { 69 | added.Index = i; 70 | database[i] = added; 71 | } 72 | } else { 73 | database[added.Index] = added; 74 | } 75 | EditorUtility.SetDirty(this); 76 | } 77 | public override void Save( int index, EnumBuilder added) 78 | { 79 | if (index < 0) 80 | { 81 | Add(added); 82 | } else { 83 | added.Index = index; 84 | database[index] = added; 85 | EditorUtility.SetDirty(this); 86 | } 87 | } 88 | 89 | #endif 90 | 91 | public override void Init() 92 | { 93 | database = EnumBuilder.LoadDatabase().database; 94 | } 95 | public override EnumBuilder GetByIndex( int index) 96 | { 97 | try 98 | { 99 | if (!IsDatabaseLoaded) 100 | database = EnumBuilder.LoadDatabase().database; 101 | 102 | if (database != null && (database.ElementAt(index)) != null) 103 | database.ElementAt(index).Index = index; 104 | else 105 | index = -1; 106 | } catch { index = -1; } 107 | 108 | 109 | if (index < 0) 110 | return new EnumBuilder(); 111 | else 112 | return base.GetByIndex(index); 113 | } 114 | public override EnumBuilder GetByID( int intID) 115 | { 116 | if (intID < 0) 117 | return null; 118 | 119 | if (!IsDatabaseLoaded) 120 | database = EnumBuilder.LoadDatabase().database; 121 | 122 | return database.Find(p => p.ID == intID); 123 | } 124 | 125 | #endregion 126 | 127 | #region "PRIVATE/PROTECTED FUNCTIONS" 128 | 129 | protected override int FindByID( int intID) // RETURN THE INDEX OF THE RECORD 130 | { 131 | if (intID < 1) 132 | return -1; 133 | int intRet = -1; 134 | for (int i = 0; i < Count; i++) 135 | { 136 | database.ElementAt(i).Index = i; 137 | if (database.ElementAt(i).ID == intID) 138 | intRet = i; 139 | } 140 | return intRet; 141 | } 142 | protected override int FindByName( string strName) // RETURN THE INDEX OF THE RECORD 143 | { 144 | if (strName.Trim() == "") 145 | return -1; 146 | 147 | for (int i = 0; i < Count; i++) 148 | { 149 | database.ElementAt(i).Index = i; 150 | if (database.ElementAt(i).Name.ToLower() == strName.ToLower()) 151 | return i; 152 | } 153 | return -1; 154 | } 155 | 156 | #endregion 157 | 158 | } 159 | } 160 | -------------------------------------------------------------------------------- /Assets/SQL-Server-Networking-DevKit/Scripts/Network/Network UI Scripts/ServerInfoUI.cs: -------------------------------------------------------------------------------- 1 | // =========================================================================================================== 2 | // 3 | // Class/Library: Network MatchMaking Panel (UI) 4 | // Author: Michael Marzilli ( http://www.linkedin.com/in/michaelmarzilli ) 5 | // Created: Apr 28, 2016 6 | // 7 | // VERS 1.0.000 : Apr 28, 2016 : Original File Created. Released for Unity 3D. 8 | // 9 | // =========================================================================================================== 10 | 11 | #if UNITY_EDITOR 12 | #define IS_DEBUGGING 13 | #else 14 | #undef IS_DEBUGGING 15 | #endif 16 | 17 | using UnityEngine; 18 | using UnityEngine.UI; 19 | using UnityEngine.Networking; 20 | using UnityEngine.Networking.Match; 21 | using UnityEngine.Networking.Types; 22 | using System.Collections; 23 | 24 | public class ServerInfoUI : MonoBehaviour 25 | { 26 | 27 | #region "PRIVATE VARIABLES" 28 | 29 | private string _strServerName = "Sample Server"; 30 | private int _intMaxPlayers = 2; 31 | private int _intCurPlayers = 0; 32 | private bool _blnPasswordRequired = false; 33 | private ulong _networkID; 34 | 35 | #endregion 36 | 37 | #region "PRIVATE PROPERTIES" 38 | 39 | private AppNetworkManager _nwm = null; 40 | private AppNetworkManager Net 41 | { 42 | get 43 | { 44 | if (_nwm == null) 45 | _nwm = AppNetworkManager.Instance; 46 | return _nwm; 47 | } 48 | } 49 | 50 | private GameObject ServerNameObject 51 | { 52 | get 53 | { 54 | return transform.GetChild(0).gameObject; 55 | } 56 | } 57 | private GameObject ServerPlayerObject 58 | { 59 | get 60 | { 61 | return transform.GetChild(1).gameObject; 62 | } 63 | } 64 | private GameObject ServerPasswordContainer 65 | { 66 | get 67 | { 68 | return transform.GetChild(2).gameObject; 69 | } 70 | } 71 | private GameObject ServerPasswordInputField 72 | { 73 | get 74 | { 75 | return transform.GetChild(2).GetChild(1).gameObject; 76 | } 77 | } 78 | private GameObject ServerConnectButton 79 | { 80 | get 81 | { 82 | return transform.GetChild(3).gameObject; 83 | } 84 | } 85 | 86 | #endregion 87 | 88 | #region "PUBLIC PROPERTIES" 89 | 90 | public string ServerName 91 | { 92 | get 93 | { 94 | return _strServerName; 95 | } 96 | set 97 | { 98 | _strServerName = value.Trim(); 99 | } 100 | } 101 | public int MaxPlayers 102 | { 103 | get 104 | { 105 | return _intMaxPlayers; 106 | } 107 | set 108 | { 109 | _intMaxPlayers = value; 110 | } 111 | } 112 | public int CurPlayers 113 | { 114 | get 115 | { 116 | return _intCurPlayers; 117 | } 118 | set 119 | { 120 | _intCurPlayers = value; 121 | } 122 | } 123 | public bool PasswordRequired 124 | { 125 | get 126 | { 127 | return _blnPasswordRequired; 128 | } 129 | set 130 | { 131 | _blnPasswordRequired = value; 132 | } 133 | } 134 | public ulong ServerNetworkID 135 | { 136 | get 137 | { 138 | return (ulong) _networkID; 139 | } 140 | set 141 | { 142 | _networkID = (ulong)value; 143 | } 144 | } 145 | 146 | #endregion 147 | 148 | #region "PRIVATE FUNCTIONS" 149 | 150 | private void Start() 151 | { 152 | Display(true); 153 | } 154 | 155 | #endregion 156 | 157 | #region "PUBLIC FUNCTIONS" 158 | 159 | public void Display(bool blnRest = false) 160 | { 161 | ServerNameObject.GetComponent().text = ServerName; 162 | ServerPlayerObject.GetComponent().text = CurPlayers.ToString() + "/" + MaxPlayers.ToString(); 163 | ServerPasswordContainer.SetActive(PasswordRequired); 164 | ServerPasswordInputField.GetComponent().text = ""; 165 | ServerConnectButton.GetComponent