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arun02139

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using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.UI;
using UnityEngine.Networking;
using UnityEngine.Networking.Match;
using UnityEngine.Networking.Types;
using System.Collections;
// TODO: seperate the logic in here into a custom NetworkManager class and
// the pure UI (basically, just a cancel button and maybe debug text ui)
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Networking;
[RequireComponent(typeof(NetworkTransform))]
[RequireComponent(typeof(Rigidbody))]
public class NetworkSpaceship : NetworkBehaviour
{
public float rotationSpeed = 45.0f;
public float speed = 2.0f;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.Networking;
using Prototype.NetworkLobby;
using System.Collections;
using System.Collections.Generic;
using System;
using System.Reflection;
using Random = UnityEngine.Random;
using UnityEngine.UI;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
using System.Collections;
using System;
using UnityEngine.Networking;
using Random = UnityEngine.Random;
public class GameTimeUI : MonoBehaviour
{
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.Networking;
using Prototype.NetworkLobby;
using System.Collections;
using System.Collections.Generic;
using System;
using System.Reflection;
using Random = UnityEngine.Random;
using UnityEngine.UI;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using UnityEngine.Networking;
using UnityEngine.Networking.Types;
using UnityEngine.Networking.Match;
using System.Collections;
namespace Prototype.NetworkLobby
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.UI;
using UnityEngine.Networking;
using System.Collections;
public class NetworkPlayer : NetworkBehaviour
{
[SyncVar(hook = "OnScoreChanged")]
public int score;
using UnityEngine;
using UnityEngine.Assertions;
using System.Collections.Generic;
using UnityEngine.Networking;
using System.Collections;
using UnityEngine.Events;
// TODO: once we are satisfied with the core logic, merge into UnitMovement.cs
// NOTE: despite the name, this script also synchronizes rotation (TODO: rename)
public class UnitSyncPos : NetworkBehaviour
using UnityEngine;
using UnityEngine.Assertions;
using System.Collections.Generic;
using UnityEngine.Networking;
using System.Collections;
using UnityEngine.Events;
public class SyncListPoint : SyncListStruct<Point> { }
public class UnitMovement : NetworkBehaviour
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.UI;
using UnityEngine.Networking;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using System;
public class NetworkPlayer : NetworkBehaviour