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arun02139

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using UnityEngine.Assertions;
using UnityEditor;
[InitializeOnLoad]
class EditorStartup
{
using SimpleSQL;
using UnityEngine;
using System.Collections;
using UnityEngine.Assertions;
//public class DatabaseManager : SingletonBehaviour<DatabaseManager>
public class DatabaseManager : MonoBehaviour
{
public static DatabaseManager i;
string _debugString;
using UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;
using System.Text;
using UnityEngine.Assertions;
using System.IO;
using System.Diagnostics;
using Debug=UnityEngine.Debug;
public class MyBuildPostprocessor
using UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;
using System.Text;
using UnityEngine.Assertions;
using System.IO;
public class MyBuildPostprocessor
{
#if UNITY_EDITOR
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Networking;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
namespace Prototype.NetworkLobby
{
//Player entry in the lobby. Handle selecting color/setting name & getting ready for the game
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.UI;
using UnityEngine.Networking;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using System;
public class NetworkPlayer : 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 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 UnityEngine.UI;
using UnityEngine.Networking;
using System.Collections;
public class NetworkPlayer : NetworkBehaviour
{
[SyncVar(hook = "OnScoreChanged")]
public int score;