Move Content to 2.5DHeroContent. Fix gitignore

This commit is contained in:
jianmingyong 2016-12-03 04:55:03 +08:00
parent 90c20d98e4
commit 76e29f7e5f
8270 changed files with 55974 additions and 48434 deletions

309
.gitignore vendored Normal file
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## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
# User-specific files
*.suo
*.user
*.userosscache
*.sln.docstates
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
[Xx]64/
[Xx]86/
[Bb]uild/
bld/
[Bb]in/
[Oo]bj/
# Visual Studio 2015 cache/options directory
.vs/
# Uncomment if you have tasks that create the project's static files in wwwroot
#wwwroot/
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
# NUNIT
*.VisualState.xml
TestResult.xml
# Build Results of an ATL Project
[Dd]ebugPS/
[Rr]eleasePS/
dlldata.c
# DNX
project.lock.json
artifacts/
*_i.c
*_p.c
*_i.h
*.ilk
*.meta
*.obj
*.pch
*.pdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*.log
*.vspscc
*.vssscc
.builds
*.pidb
*.svclog
*.scc
# Chutzpah Test files
_Chutzpah*
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opendb
*.opensdf
*.sdf
*.cachefile
*.VC.db
# Visual Studio profiler
*.psess
*.vsp
*.vspx
*.sap
# TFS 2012 Local Workspace
$tf/
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
*.DotSettings.user
# JustCode is a .NET coding add-in
.JustCode
# TeamCity is a build add-in
_TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# NCrunch
_NCrunch_*
.*crunch*.local.xml
nCrunchTemp_*
# MightyMoose
*.mm.*
AutoTest.Net/
# Web workbench (sass)
.sass-cache/
# Installshield output folder
[Ee]xpress/
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish/
# Publish Web Output
*.[Pp]ublish.xml
*.azurePubxml
# TODO: Un-comment the next line if you do not want to checkin
# your web deploy settings because they may include unencrypted
# passwords
#*.pubxml
*.publishproj
# NuGet Packages
*.nupkg
# The packages folder can be ignored because of Package Restore
**/packages/*
# except build/, which is used as an MSBuild target.
!**/packages/build/
# Uncomment if necessary however generally it will be regenerated when needed
#!**/packages/repositories.config
# NuGet v3's project.json files produces more ignoreable files
*.nuget.props
*.nuget.targets
# Microsoft Azure Build Output
csx/
*.build.csdef
# Microsoft Azure Emulator
ecf/
rcf/
# Windows Store app package directory
AppPackages/
BundleArtifacts/
# Visual Studio cache files
# files ending in .cache can be ignored
*.[Cc]ache
# but keep track of directories ending in .cache
!*.[Cc]ache/
# Others
ClientBin/
[Ss]tyle[Cc]op.*
~$*
*~
*.dbmdl
*.dbproj.schemaview
*.pfx
*.publishsettings
node_modules/
orleans.codegen.cs
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file
# to a newer Visual Studio version. Backup files are not needed,
# because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
# SQL Server files
*.mdf
*.ldf
# Business Intelligence projects
*.rdl.data
*.bim.layout
*.bim_*.settings
# Microsoft Fakes
FakesAssemblies/
# GhostDoc plugin setting file
*.GhostDoc.xml
# Node.js Tools for Visual Studio
.ntvs_analysis.dat
# Visual Studio 6 build log
*.plg
# Visual Studio 6 workspace options file
*.opt
# Visual Studio LightSwitch build output
**/*.HTMLClient/GeneratedArtifacts
**/*.DesktopClient/GeneratedArtifacts
**/*.DesktopClient/ModelManifest.xml
**/*.Server/GeneratedArtifacts
**/*.Server/ModelManifest.xml
_Pvt_Extensions
# LightSwitch generated files
GeneratedArtifacts/
ModelManifest.xml
# Paket dependency manager
.paket/paket.exe
# FAKE - F# Make
.fake/
# Windows image file caches
Thumbs.db
ehthumbs.db
# Folder config file
Desktop.ini
# Recycle Bin used on file shares
$RECYCLE.BIN/
# Windows Installer files
*.cab
*.msi
*.msm
*.msp
# Windows shortcuts
*.lnk
# Linux image file caches
*~
# temporary files which can be created if a process still has a handle open of a deleted file
.fuse_hidden*
# KDE directory preferences
.directory
# Linux trash folder which might appear on any partition or disk
.Trash-*
# .nfs files are created when an open file is removed but is still being accessed
.nfs*
# Mac image file caches
*.DS_Store
.AppleDouble
.LSOverride
# Icon must end with two \r
Icon
# Thumbnails
._*
# Files that might appear in the root of a volume
.DocumentRevisions-V100
.fseventsd
.Spotlight-V100
.TemporaryItems
.Trashes
.VolumeIcon.icns
.com.apple.timemachine.donotpresent
# Directories potentially created on remote AFP share
.AppleDB
.AppleDesktop
Network Trash Folder
Temporary Items
.apdisk
# Must include
!2.5DHero/
!2.5DHero/2.5DHero/
!2.5DHero/2.5DHero/Debug/
!2.5DHero/2.5DHero/Debug/**/*

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<!--
MonoGame - Copyright (C) The MonoGame Team
This file is subject to the terms and conditions defined in
file 'LICENSE.txt', which is part of this source code package.
-->
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<!-- Add MonoGameContentReference to item type selection in Visual Studio -->
<ItemGroup>
<AvailableItemName Include="MonoGameContentReference" />
</ItemGroup>
<!-- This disables the IDE feature that skips executing msbuild in some build situations. -->
<PropertyGroup>
<DisableFastUpToDateCheck>true</DisableFastUpToDateCheck>
</PropertyGroup>
<Target Name="Prepare">
<PropertyGroup>
<ParentOutputDir Condition=" '$(ParentOutputDir)' == '' " >$(ProjectDir)..\2.5DHeroContent\bin\$(MonoGamePlatform)</ParentOutputDir>
<ParentIntermediateDir Condition=" '$(ParentIntermediateDir)' == '' " >$(ProjectDir)..\2.5DHeroContent\obj\$(MonoGamePlatform)</ParentIntermediateDir>
<!-- El Capitan Support -->
<MonoExe Condition=" '$(OS)' != 'Windows_NT' And Exists ('/Library/Frameworks/Mono.framework/Versions/Current/bin/mono') ">/Library/Frameworks/Mono.framework/Versions/Current/bin/mono</MonoExe>
<MonoExe Condition=" '$(OS)' != 'Windows_NT' And Exists ('/usr/local/bin/mono') ">/usr/local/bin/mono</MonoExe>
<MonoExe Condition=" '$(OS)' != 'Windows_NT' And Exists ('/usr/bin/mono') ">/usr/bin/mono</MonoExe>
<MonoExe Condition=" '$(OS)' != 'Windows_NT' And '$(MonoExe)' == '' ">mono</MonoExe>
<MonoGameContentBuilderExe Condition="'$(MonoGameContentBuilderExe)' == ''">$(MSBuildExtensionsPath)\MonoGame\v3.0\Tools\MGCB.exe</MonoGameContentBuilderExe>
<MonoGameContentBuilderCmd>&quot;$(MonoGameContentBuilderExe)&quot;</MonoGameContentBuilderCmd>
<MonoGameContentBuilderCmd Condition=" '$(OS)' != 'Windows_NT' ">$(MonoExe) $(MonoGameContentBuilderCmd)</MonoGameContentBuilderCmd>
<PlatformResourcePrefix Condition="'$(MonoGamePlatform)' == 'MacOSX' Or '$(MonoGamePlatform)' == 'iOS'">Resources\</PlatformResourcePrefix>
<PlatformResourcePrefix Condition="'$(MonoGamePlatform)' == 'Android'">Assets\</PlatformResourcePrefix>
<PlatformResourcePrefix Condition="'$(PlatformResourcePrefix)' == ''"></PlatformResourcePrefix>
<Header>/platform:$(MonoGamePlatform) /outputDir:&quot;$(ParentOutputDir)&quot; /intermediateDir:&quot;$(ParentIntermediateDir)&quot; /quiet</Header>
</PropertyGroup>
<!-- Get all Mono Game Content References and store them in a list -->
<!-- We do this here so we are compatible with xbuild -->
<ItemGroup>
<ContentReferences Include="@(MonoGameContentReference)"/>
</ItemGroup>
<Error Text="The MonoGamePlatform property was not defined in the project! It must be set to Windows, WindowsGL, WindowsStoreApp, WindowsPhone8, MacOSX, iOS, Linux, DesktopGL, RaspberryPi, Android, Ouya, NativeClient, PlayStation4, or PlayStationMobile."
Condition=" '$(MonoGamePlatform)' != 'Windows' And
'$(MonoGamePlatform)' != 'iOS' And
'$(MonoGamePlatform)' != 'Android' And
'$(MonoGamePlatform)' != 'Linux' And
'$(MonoGamePlatform)' != 'DesktopGL' And
'$(MonoGamePlatform)' != 'MacOSX' And
'$(MonoGamePlatform)' != 'WindowsStoreApp' And
'$(MonoGamePlatform)' != 'NativeClient' And
'$(MonoGamePlatform)' != 'Ouya' And
'$(MonoGamePlatform)' != 'PlayStationMobile' And
'$(MonoGamePlatform)' != 'WindowsPhone8' And
'$(MonoGamePlatform)' != 'RaspberryPi' And
'$(MonoGamePlatform)' != 'PlayStation4' And
'$(MonoGamePlatform)' != 'WindowsGL'" />
<Error
Text="The MonoGame content builder executable could not be located at '$(MonoGameContentBuilderExe)'!"
Condition="!Exists('$(MonoGameContentBuilderExe)')"
/>
<Warning
Text="No Content References Found. Please make sure your .mgcb file has a build action of MonoGameContentReference"
Condition=" '%(ContentReferences.FullPath)' == '' "
/>
<MakeDir Directories="$(ParentIntermediateDir)"/>
<MakeDir Directories="$(ParentOutputDir)"/>
</Target>
<PropertyGroup>
<BuildDependsOn>
BuildContent;
$(BuildDependsOn);
</BuildDependsOn>
</PropertyGroup>
<Target Name="RunContentBuilder">
<!-- RUN CUSTOM MGCB_Tool, MAY NOT WORK IN OTHER PLATFORM, USE AT YOUR OWN DISCRETION!
<Exec Condition="'$(OS)' == 'Windows_NT'" Command="&quot;$(ProjectDir)..\2.5DHeroContent\MGCB_Tool.exe&quot; $(Platform)" />
<Exec Condition="'$(OS)' != 'Windows_NT'" Command="$(MonoExe) &quot;$(ProjectDir)..\2.5DHeroContent\MGCB_Tool.exe&quot; $(Platform)" />
-->
<Exec Condition=" '%(ContentReferences.FullPath)' != '' " Command="$(MonoGameContentBuilderCmd) /@:&quot;%(ContentReferences.FullPath)&quot; $(Header)"
WorkingDirectory="%(ContentReferences.RootDir)%(ContentReferences.Directory)" />
<CreateItem Include="$(ParentOutputDir)\**\*.*">
<Output TaskParameter="Include" ItemName="ExtraContent" />
</CreateItem>
</Target>
<Target Name="BuildContent" DependsOnTargets="Prepare;RunContentBuilder"
Outputs="%(ExtraContent.RecursiveDir)%(ExtraContent.Filename)%(ExtraContent.Extension)">
<CreateItem Include="$(ParentOutputDir)\%(ExtraContent.RecursiveDir)%(ExtraContent.Filename)%(ExtraContent.Extension)"
AdditionalMetadata="Link=$(PlatformResourcePrefix)$(ContentRootDirectory)\%(ExtraContent.RecursiveDir)%(ExtraContent.Filename)%(ExtraContent.Extension);CopyToOutputDirectory=PreserveNewest"
Condition="'%(ExtraContent.Filename)' != ''">
<Output TaskParameter="Include" ItemName="Content" Condition="'$(MonoGamePlatform)' != 'Android' And '$(MonoGamePlatform)' != 'iOS' And '$(MonoGamePlatform)' != 'MacOSX'" />
<Output TaskParameter="Include" ItemName="BundleResource" Condition="'$(MonoGamePlatform)' == 'MacOSX' Or '$(MonoGamePlatform)' == 'iOS'" />
<Output TaskParameter="Include" ItemName="AndroidAsset" Condition="'$(MonoGamePlatform)' == 'Android'" />
</CreateItem>
</Target>
</Project>

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Imports System
Imports System.Reflection
Imports System.Runtime.InteropServices
' General Information about an assembly is controlled through the following
' set of attributes. Change these attribute values to modify the information
' associated with an assembly.
' Review the values of the assembly attributes
<Assembly: AssemblyTitle("")>
<Assembly: AssemblyDescription("")>
<Assembly: AssemblyCompany("")>
<Assembly: AssemblyProduct("")>
<Assembly: AssemblyCopyright("")>
<Assembly: AssemblyTrademark("")>
<Assembly: ComVisible(False)>
'The following GUID is for the ID of the typelib if this project is exposed to COM
<Assembly: Guid("cbe2ff9c-676e-4802-afd9-ea83bcfdca9b")>
' Version information for an assembly consists of the following four values:
'
' Major Version
' Minor Version
' Build Number
' Revision
'
' You can specify all the values or you can default the Build and Revision Numbers
' by using the '*' as shown below:
<Assembly: AssemblyVersion("1.0.0.0")>
<Assembly: AssemblyFileVersion("1.0.0.0")>

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Shared _valid As Boolean = False
Const RUNVALIDATION As Boolean = False
Const EXPECTEDSIZE As Integer = 40193269
Const METAHASH As String = "QjVCOTU5MEUyQzU0MTA4MjEwNzA5QjBGNjFFMDdDRDg="
Const EXPECTEDSIZE As Integer = 42289478
Const METAHASH As String = "M0NFOTdEODNENzY0NjBDQTIyQzg3NjdERTZGRUIxNDQ="
Public Shared ReadOnly Property IsValid(ByVal ForceResult As Boolean) As Boolean
Get

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float4x4 World;
float4x4 World;
float4x4 View;
float4x4 Projection;

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//------------------------------------------- Defines -------------------------------------------
//------------------------------------------- Defines -------------------------------------------
#define Pi 3.14159265

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float4x4 WorldMatrix;
float4x4 WorldMatrix;
float4x4 ViewMatrix;
float4x4 ProjectionMatrix;

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//--------------------------- BASIC PROPERTIES ------------------------------
//--------------------------- BASIC PROPERTIES ------------------------------
// The world transformation
float4x4 World;
@ -148,7 +148,7 @@ technique Toon
// model will get drawn normally, and draw over the top most of this, leaving only an outline.
pass Pass1
{
VertexShader = compile vs_1_1 OutlineVertexShader();
VertexShader = compile vs_2_0 OutlineVertexShader();
PixelShader = compile ps_2_0 OutlinePixelShader();
CullMode = CW;
}
@ -157,7 +157,7 @@ technique Toon
// color the model with certain colors, giving us the cel/toon effect that we are looking for.
pass Pass2
{
VertexShader = compile vs_1_1 CelVertexShader();
VertexShader = compile vs_2_0 CelVertexShader();
PixelShader = compile ps_2_0 CelPixelShader();
CullMode = CCW;
}

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Width:  |  Height:  |  Size: 95 KiB

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