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Assembly-CSharp-firstpass.csproj
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Assembly-CSharp-firstpass.csproj
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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>10.0.20506</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<RootNamespace></RootNamespace>
<ProjectGuid>{3388B127-E398-6662-092F-FD96F5CD3F4D}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<AssemblyName>Assembly-CSharp-firstpass</AssemblyName>
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<BaseDirectory>Assets</BaseDirectory>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>Temp\bin\Debug\</OutputPath>
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<ErrorReport>prompt</ErrorReport>
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</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>Temp\bin\Release\</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<NoWarn>0169</NoWarn>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.XML" />
<Reference Include="System.Core" />
<Reference Include="System.Runtime.Serialization" />
<Reference Include="System.Xml.Linq" />
<Reference Include="UnityEngine">
<HintPath>C:/Program Files/Unity/Editor/Data/Managed/UnityEngine.dll</HintPath>
</Reference>
<Reference Include="UnityEditor">
<HintPath>C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Assets\Standard Assets\CrossPlatformInput\Scripts\AxisTouchButton.cs" />
<Compile Include="Assets\Standard Assets\CrossPlatformInput\Scripts\ButtonHandler.cs" />
<Compile Include="Assets\Standard Assets\CrossPlatformInput\Scripts\CrossPlatformInputManager.cs" />
<Compile Include="Assets\Standard Assets\CrossPlatformInput\Scripts\InputAxisScrollbar.cs" />
<Compile Include="Assets\Standard Assets\CrossPlatformInput\Scripts\Joystick.cs" />
<Compile Include="Assets\Standard Assets\CrossPlatformInput\Scripts\MobileControlRig.cs" />
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<Compile Include="Assets\Standard Assets\CrossPlatformInput\Scripts\TiltInput.cs" />
<Compile Include="Assets\Standard Assets\CrossPlatformInput\Scripts\TouchPad.cs" />
<Compile Include="Assets\Standard Assets\CrossPlatformInput\Scripts\VirtualInput.cs" />
<None Include="Assets\Standard Assets\Fonts\OpenSans\License!.txt" />
<None Include="Assets\Standard Assets\CrossPlatformInput\CrossPlatformInputGuidelines.txt" />
<Reference Include="UnityEngine.UI">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.Networking">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll</HintPath>
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<Reference Include="UnityEngine.PlaymodeTestsRunner">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/PlaymodeTestsRunner/UnityEngine.PlaymodeTestsRunner.dll</HintPath>
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<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll</HintPath>
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</Reference>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>