Continue onward to Marsxplr 4.0 #10

Merged
VIA256 merged 3 commits from marsxplr-4.0 into main 2025-10-25 02:50:10 -04:00
13 changed files with 264 additions and 131 deletions

5
Game/.gitignore vendored
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@ -39,3 +39,8 @@ UnityDomainLoad/obj/
UnityDomainLoad/bin/
UnityDomainLoad/.vs/
UnityDomainLoad/UnityDomainLoad.suo
MarsXPLR.suo
MarsXPLR.ncb
PreBuild/Debug
PreBuild/Release
PreBuild/PreBuild.vcproj.*

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@ -63,4 +63,7 @@
<Compile Include="WaterSimple.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>
<PostBuildEvent>copy "$(ProjectDir)bin\26998b3a9cbf54825a27e5f2d3cc4df1.dll" "$(SolutionDir)marsxplr_build\Mars Explorer_Data\Assembly - CSharp - first pass.dll"</PostBuildEvent>
</PropertyGroup>
</Project>

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@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="3.5" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
@ -12,6 +12,7 @@
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<GenerateAssemblyInfo>False</GenerateAssemblyInfo>
<ProjectGuid>{23B280BD-8095-4FA3-B894-B77354BEF075}</ProjectGuid>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
@ -30,8 +31,8 @@
</PropertyGroup>
<PropertyGroup>
<AllowUnsafeBlocks>True</AllowUnsafeBlocks>
<OutputPath>bin</OutputPath>
<AppendTargetFrameworkToOutputPath>False</AppendTargetFrameworkToOutputPath>
<OutputPath>bin</OutputPath>
<AppendTargetFrameworkToOutputPath>False</AppendTargetFrameworkToOutputPath>
</PropertyGroup>
<ItemGroup>
<Reference Include="UnityEngine">
@ -46,4 +47,9 @@
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>
<PreBuildEvent>
</PreBuildEvent>
<PostBuildEvent>copy "$(ProjectDir)bin\e36192721fc364533a8edf2aefd3b72c.dll" "$(SolutionDir)marsxplr_build\Mars Explorer_Data\Assembly - CSharp.dll"</PostBuildEvent>
</PropertyGroup>
</Project>

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@ -100,4 +100,7 @@
<Compile Include="World.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>
<PostBuildEvent>copy "$(ProjectDir)bin\58cc2f0ae478d40e7a89c7ba576c3586.dll" "$(SolutionDir)marsxplr_build\Mars Explorer_Data\Assembly - UnityScript.dll"</PostBuildEvent>
</PropertyGroup>
</Project>

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@ -23,6 +23,8 @@ public class CameraVehicle : MonoBehaviour
public GlowEffect glowEffect;
public ColorCorrectionEffect colorEffect;
public float worldTime;
public GameObject camTarget;
public Vehicle camTargetVeh;
public CameraVehicle()
{
@ -56,6 +58,18 @@ public class CameraVehicle : MonoBehaviour
return;
}
//QuarryCam
camTarget = Game.Player;
camTargetVeh = Game.PlayerVeh;
if (
Game.Settings.quarryCam &&
(bool)Game.QuarryVeh &&
(bool)Game.QuarryVeh.ridePos)
{
camTarget = Game.QuarryVeh.gameObject;
camTargetVeh = Game.QuarryVeh;
}
//Blur
if (mb.enabled)
{
@ -70,7 +84,7 @@ public class CameraVehicle : MonoBehaviour
if (Game.Settings.useHypersound == 1)
{
Game.Settings.gameMusic.pitch = Mathf.Clamp(
-0.5f + Game.Player.rigidbody.velocity.magnitude / 15f,
-0.5f + camTarget.rigidbody.velocity.magnitude / 15f,
0.8f,
1.5f
);
@ -133,10 +147,10 @@ public class CameraVehicle : MonoBehaviour
arrow.rotation = Quaternion.Lerp(
arrow.rotation,
Quaternion.LookRotation(
((Game.PlayerVeh.isIt != 0 || !Game.QuarryVeh) ?
((camTargetVeh.isIt != 0 || !Game.QuarryVeh) ?
World.baseTF :
Game.QuarryVeh.gameObject.transform
).position - Game.Player.transform.position
).position - camTarget.transform.position
),
Time.deltaTime * 15f
);
@ -192,7 +206,7 @@ public class CameraVehicle : MonoBehaviour
}
//Constants
float camDist = (float)Game.PlayerVeh.camOffset + Game.Settings.camDist;
float camDist = (float)camTargetVeh.camOffset + Game.Settings.camDist;
//World Entry Effect
if (worldTime < 7f)
@ -200,11 +214,11 @@ public class CameraVehicle : MonoBehaviour
worldTime = Time.time - Game.Controller.worldLoadTime;
transform.position = Vector3.Lerp(
transform.position,
Game.Player.transform.position,
camTarget.transform.position,
Time.deltaTime * 1f
);
wr = Quaternion.LookRotation(
Game.Player.transform.position - transform.position,
camTarget.transform.position - transform.position,
Vector3.up
);
if (worldTime > 1f)
@ -224,7 +238,7 @@ public class CameraVehicle : MonoBehaviour
(Input.GetButton("Snipe") && !Game.Messaging.chatting)
)
{
transform.position = Game.PlayerVeh.ridePos.position;
transform.position = camTargetVeh.ridePos.position;
if (Input.GetButtonDown("Fire2") || Input.GetKeyDown(KeyCode.Alpha1))
{
@ -234,7 +248,7 @@ public class CameraVehicle : MonoBehaviour
{
gyroTation = Quaternion.Euler(
0f,
Game.PlayerVeh.ridePos.rotation.eulerAngles.y,
camTargetVeh.ridePos.rotation.eulerAngles.y,
0f
);
}
@ -246,7 +260,7 @@ public class CameraVehicle : MonoBehaviour
}
else
{
transform.rotation = Game.PlayerVeh.ridePos.rotation;
transform.rotation = camTargetVeh.ridePos.rotation;
}
rotationX += Input.GetAxis("Mouse X") * (Input.GetButton("Snipe") ? 0.5f : 2f);
@ -291,9 +305,9 @@ public class CameraVehicle : MonoBehaviour
{
transform.position = Vector3.Lerp(
transform.position,
Game.Player.transform.position - Vector3.Normalize(
Game.Player.transform.position - transform.position
) * camDist + Vector3.one * (Game.PlayerVeh.camSmooth ?
camTarget.transform.position - Vector3.Normalize(
camTarget.transform.position - transform.position
) * camDist + Vector3.one * (camTargetVeh.camSmooth ?
0f :
Mathf.Lerp(0f, 15f, camDist / 30f)
),
@ -302,9 +316,9 @@ public class CameraVehicle : MonoBehaviour
transform.rotation = Quaternion.Slerp(
transform.rotation,
Quaternion.LookRotation(
Game.Player.transform.position - transform.position,
camTarget.transform.position - transform.position,
(Game.Settings.flightCam ?
Game.Player.transform.up :
camTarget.transform.up :
Vector3.up
)
),
@ -329,15 +343,15 @@ public class CameraVehicle : MonoBehaviour
else if (Game.Settings.camChase == 1)
{
if (
(bool)Game.Player.transform.gameObject.rigidbody &&
Game.Player.transform.gameObject.rigidbody.velocity.sqrMagnitude > 0.1f &&
Game.Player.transform.gameObject.rigidbody.velocity.normalized.y < 0.8f &&
Game.Player.transform.gameObject.rigidbody.velocity.normalized.y > -0.8f
(bool)camTarget.transform.gameObject.rigidbody &&
camTarget.transform.gameObject.rigidbody.velocity.sqrMagnitude > 0.1f &&
camTarget.transform.gameObject.rigidbody.velocity.normalized.y < 0.8f &&
camTarget.transform.gameObject.rigidbody.velocity.normalized.y > -0.8f
)
{
lastDir = Vector3.Lerp(
lastDir,
Game.Player.transform.gameObject.rigidbody.velocity.normalized,
camTarget.transform.gameObject.rigidbody.velocity.normalized,
0.1f
);
}
@ -350,12 +364,12 @@ public class CameraVehicle : MonoBehaviour
);
}
Vector3 newPos = (
Game.Player.transform.position +
camTarget.transform.position +
lastDir * -(camDist) +
Vector3.up * (camDist / 3f)
);
Vector3 tpos = transform.position;
float y = tpos.y + (Game.Player.transform.position.y - lastY) * Time.deltaTime;
float y = tpos.y + (camTarget.transform.position.y - lastY) * Time.deltaTime;
tpos.y = y;
transform.position = tpos;
transform.position = Vector3.Lerp(
@ -363,13 +377,13 @@ public class CameraVehicle : MonoBehaviour
newPos,
Time.deltaTime * 4f
);
lastY = Game.Player.transform.position.y;
lastY = camTarget.transform.position.y;
transform.rotation = Quaternion.Slerp(
transform.rotation,
Quaternion.LookRotation(
Game.Player.transform.position - transform.position,
camTarget.transform.position - transform.position,
(Game.Settings.flightCam ?
Game.Player.transform.up :
camTarget.transform.up :
Vector3.up
)
),
@ -395,13 +409,13 @@ public class CameraVehicle : MonoBehaviour
//Arcade
else if (
Game.Settings.camChase == 2 &&
Game.Player.transform.rigidbody.velocity.magnitude > 0f
camTarget.transform.rigidbody.velocity.magnitude > 0f
)
{
float heightDamping = 3f;
float rotationDamping = 3f;
float wantedRotationAngle = Quaternion.LookRotation(
Game.Player.transform.rigidbody.velocity
camTarget.transform.rigidbody.velocity
).eulerAngles.y;
wantedRotationAngle += Mathf.Lerp(
30f,
@ -409,7 +423,7 @@ public class CameraVehicle : MonoBehaviour
camDist / 30f
) * Input.GetAxis("Horizontal");
float wantedHeight = (
Game.Player.transform.position.y +
camTarget.transform.position.y +
Mathf.Lerp(0.1f, 15f, camDist / 30f) +
heightBoost
);
@ -432,7 +446,7 @@ public class CameraVehicle : MonoBehaviour
currentRotationAngle,
0f
);
Vector3 pos = Game.Player.transform.position;
Vector3 pos = camTarget.transform.position;
pos.y += targetHeight; //Look ABOVE the target
transform.position = pos;
transform.position -= currentRotation * Vector3.forward * camDist;
@ -455,7 +469,7 @@ public class CameraVehicle : MonoBehaviour
{ //We are under terrain
Physics.Linecast( //Determine how far forward we need to go to be out of it
transform.position,
Game.Player.transform.position + Vector3.up * currentHeight,
camTarget.transform.position + Vector3.up * currentHeight,
out hit,
1 << 8
);
@ -476,11 +490,11 @@ public class CameraVehicle : MonoBehaviour
{
transform.position = Vector3.Lerp(
transform.position,
Game.Player.transform.position + Vector3.up * 40f,
camTarget.transform.position + Vector3.up * 40f,
Time.deltaTime * 0.3f
);
wr = Quaternion.LookRotation(
Game.Player.transform.position - transform.position,
camTarget.transform.position - transform.position,
Vector3.up
);
transform.rotation = Quaternion.Slerp(
@ -495,7 +509,7 @@ public class CameraVehicle : MonoBehaviour
{
transform.rotation = Quaternion.Slerp(
transform.rotation,
Quaternion.LookRotation(Game.Player.transform.position - transform.position),
Quaternion.LookRotation(camTarget.transform.position - transform.position),
Time.deltaTime * 1.5f
);
transform.Translate(new Vector3(

View File

@ -71,6 +71,7 @@ public class Settings : MonoBehaviour
public float camDist = 0;
public bool flightCam = false;
public bool gyroCam = false;
public bool quarryCam = false;
public float worldGrav = -9.81f;
public float worldFog = 0.001f;
@ -154,19 +155,17 @@ public class Settings : MonoBehaviour
renderViewCap = PlayerPrefs.GetFloat("viewCap", 1000f);
Application.targetFrameRate = (int)PlayerPrefs.GetFloat("targetFrameRate", 100f);
renderAutoAdjust = false;
showHints = ((PlayerPrefs.GetInt("showHints", 1) != 0) ? true : false);
showHints = PlayerPrefs.GetInt("showHints", 1) != 0;
useMusic = PlayerPrefs.GetInt("useMusic", 1);
useSfx = ((PlayerPrefs.GetInt("useSfx", 1) != 0) ? true : false);
useSfx = PlayerPrefs.GetInt("useSfx", 1) != 0;
useHypersound = PlayerPrefs.GetInt("useHypersound", 0);
useMinimap = ((PlayerPrefs.GetInt("useMinimap", 1) != 0) ? true : false);
bool flag = ((PlayerPrefs.GetInt("superCam", 1) != 0) ? true : false);
flightCam = ((PlayerPrefs.GetInt("flightCam", 1) != 0) ? true : false);
gyroCam = ((PlayerPrefs.GetInt("gyroCam", 0) != 0) ? true : false);
useMinimap = PlayerPrefs.GetInt("useMinimap", 1) != 0;
camMode = PlayerPrefs.GetInt("cam", 1);
camChase = PlayerPrefs.GetInt("camChase", 1);
camDist = PlayerPrefs.GetFloat("camDist", 0.01f);
flightCam = ((PlayerPrefs.GetInt("flightCam", 0) != 0) ? true : false);
gyroCam = ((PlayerPrefs.GetInt("gyroCam", 0) != 0) ? true : false);
flightCam = PlayerPrefs.GetInt("flightCam", 0) != 0;
gyroCam = PlayerPrefs.GetInt("gyroCam", 0) != 0;
quarryCam = PlayerPrefs.GetInt("quarryCam", 0) != 0;
}
public void showDialogGame()
@ -486,6 +485,12 @@ public class Settings : MonoBehaviour
PlayerPrefs.SetInt("flightCam", flightCam ? 1 : 0);
}
if (GUILayout.Toggle(quarryCam, "QuarryCam Enabled") != quarryCam)
{
quarryCam = !quarryCam;
PlayerPrefs.SetInt("quarryCam", quarryCam ? 1 : 0);
}
float cg;
if (camMode == 0)
{

110
Game/MarsXPLR.sln Normal file
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@ -0,0 +1,110 @@

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@ -0,0 +1,65 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="PreBuild"
ProjectGUID="{546DAF9B-0B6A-4800-922B-2F95A86DE45E}"
Keyword="MakeFileProj"
TargetFrameworkVersion="196613"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="$(ConfigurationName)"
IntermediateDirectory="$(ConfigurationName)"
ConfigurationType="0"
>
<Tool
Name="VCNMakeTool"
BuildCommandLine="if exist &quot;$(SolutionDir)\marsxplr_build\Mars Explorer_Data\lib&quot; rd /S /Q &quot;$(SolutionDir)marsxplr_build\Mars Explorer_Data\lib&quot;&#x0D;&#x0A;if exist &quot;$(SolutionDir)marsxplr_build\Mars Explorer_Data&quot; rd /S /Q &quot;$(SolutionDir)marsxplr_build\Mars Explorer_Data&quot;&#x0D;&#x0A;md $(SolutionDir)marsxplr_build&#x0D;&#x0A;md &quot;$(SolutionDir)marsxplr_build\Mars Explorer_Data&quot;&#x0D;&#x0A;md &quot;$(SolutionDir)marsxplr_build\Mars Explorer_Data\lib&quot;"
ReBuildCommandLine=""
CleanCommandLine=""
Output=""
PreprocessorDefinitions="WIN32;_DEBUG"
IncludeSearchPath=""
ForcedIncludes=""
AssemblySearchPath=""
ForcedUsingAssemblies=""
CompileAsManaged=""
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory="$(ConfigurationName)"
IntermediateDirectory="$(ConfigurationName)"
ConfigurationType="0"
>
<Tool
Name="VCNMakeTool"
BuildCommandLine="s"
ReBuildCommandLine=""
CleanCommandLine=""
Output=""
PreprocessorDefinitions="WIN32;NDEBUG"
IncludeSearchPath=""
ForcedIncludes=""
AssemblySearchPath=""
ForcedUsingAssemblies=""
CompileAsManaged=""
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

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@ -12,6 +12,7 @@
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<GenerateAssemblyInfo>False</GenerateAssemblyInfo>
<ProjectGuid>{9446C081-D322-4861-B4E4-DD57727ABD6D}</ProjectGuid>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
@ -30,13 +31,15 @@
</PropertyGroup>
<PropertyGroup>
<AllowUnsafeBlocks>True</AllowUnsafeBlocks>
<OutputPath>bin</OutputPath>
<AppendTargetFrameworkToOutputPath>False</AppendTargetFrameworkToOutputPath>
<OutputPath>bin</OutputPath>
<AppendTargetFrameworkToOutputPath>False</AppendTargetFrameworkToOutputPath>
</PropertyGroup>
<ItemGroup>
<Compile Include="UnityEngine\UnityDomainLoad.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>
<PostBuildEvent>copy "$(ProjectDir)bin\UnityDomainLoad.exe" "$(SolutionDir)marsxplr_build\Mars Explorer_Data\lib\UnityDomainLoad.exe"</PostBuildEvent>
</PropertyGroup>
</Project>

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@ -39,4 +39,7 @@
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>
<PostBuildEvent>copy "$(ProjectDir)bin\UnityEngine.dll" "$(SolutionDir)marsxplr_build\Mars Explorer_Data\lib\UnityEngine.dll"</PostBuildEvent>
</PropertyGroup>
</Project>

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@ -1,50 +0,0 @@
@echo off
set "flags=/p:Configuration=Debug /p:Platform=Win32"
echo ----------------
echo BUILDING ALL
echo ----------------
msbuild %flags% "UnityEngine\UnityEngine.csproj"
if %errorlevel% neq 0 exit /b %errorlevel%
msbuild %flags% "Assembly - CSharp - first pass\Assembly---CSharp---first-pass.csproj"
if %errorlevel% neq 0 exit /b %errorlevel%
msbuild %flags% "Assembly - UnityScript\Assembly---UnityScript.csproj"
if %errorlevel% neq 0 exit /b %errorlevel%
msbuild %flags% "Assembly - CSharp\Assembly---CSharp.csproj"
if %errorlevel% neq 0 exit /b %errorlevel%
msbuild %flags% "UnityDomainLoad\UnityDomainLoad.csproj"
if %errorlevel% neq 0 exit /b %errorlevel%
echo -----------------
echo COPYING FILES
echo -----------------
if exist "marsxplr_build\Mars Explorer_Data\lib" rd /S /Q "marsxplr_build\Mars Explorer_Data\lib"
if %errorlevel% neq 0 exit /b %errorlevel%
if exist "marsxplr_build\Mars Explorer_Data" rd /S /Q "marsxplr_build\Mars Explorer_Data"
if %errorlevel% neq 0 exit /b %errorlevel%
if exist marsxplr_build rd /S /Q marsxplr_build
if %errorlevel% neq 0 exit /b %errorlevel%
md marsxplr_build
if %errorlevel% neq 0 exit /b %errorlevel%
md "marsxplr_build\Mars Explorer_Data"
if %errorlevel% neq 0 exit /b %errorlevel%
md "marsxplr_build\Mars Explorer_Data\lib"
if %errorlevel% neq 0 exit /b %errorlevel%
copy "Assembly - CSharp\bin\e36192721fc364533a8edf2aefd3b72c.dll" "marsxplr_build\Mars Explorer_Data\Assembly - CSharp.dll"
if %errorlevel% neq 0 exit /b %errorlevel%
copy "Assembly - CSharp - first pass\bin\26998b3a9cbf54825a27e5f2d3cc4df1.dll" "marsxplr_build\Mars Explorer_Data\Assembly - CSharp - first pass.dll"
if %errorlevel% neq 0 exit /b %errorlevel%
copy "Assembly - UnityScript\bin\58cc2f0ae478d40e7a89c7ba576c3586.dll" "marsxplr_build\Mars Explorer_Data\Assembly - UnityScript.dll"
if %errorlevel% neq 0 exit /b %errorlevel%
copy "UnityEngine\bin\UnityEngine.dll" "marsxplr_build\Mars Explorer_Data\lib\UnityEngine.dll"
if %errorlevel% neq 0 exit /b %errorlevel%
copy "UnityDomainLoad\bin\UnityDomainLoad.exe" "marsxplr_build\Mars Explorer_Data\lib\UnityDomainLoad.exe"
if %errorlevel% neq 0 exit /b %errorlevel%
echo -----------------
echo BUILD SUCCESS
echo -----------------

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@ -1,16 +0,0 @@
------------LISTING/DERIVED BUILD ORDER------------------
UnityEngine:
Assembly - CSharp - first pass:
UnityEngine
Assembly - UnityScript:
Assembly - CSharp - first pass
UnityEngine
Assembly - CSharp:
Assembly CSharp - first pass
UnityEngine
UnityDomainLoad:

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@ -1,18 +0,0 @@
@echo off
set "flags=/p:Configuration=Debug /p:Platform=Win32"
echo -------------------
echo CLEANING BUILDS
echo -------------------
msbuild /t:Clean %flags% "Assembly - CSharp\Assembly---CSharp.csproj"
if %errorlevel% neq 0 exit /b %errorlevel%
msbuild /t:Clean %flags% "Assembly - CSharp - first pass\Assembly---CSharp---first-pass.csproj"
if %errorlevel% neq 0 exit /b %errorlevel%
msbuild /t:Clean %flags% "Assembly - UnityScript\Assembly---UnityScript.csproj"
if %errorlevel% neq 0 exit /b %errorlevel%
msbuild /t:Clean %flags% "UnityEngine\UnityEngine.csproj"
if %errorlevel% neq 0 exit /b %errorlevel%
msbuild /t:Clean %flags% "UnityDomainLoad\UnityDomainLoad.csproj"
if %errorlevel% neq 0 exit /b %errorlevel%