Conflicts:
	FricaDeGaze/FricaDeGaze-csharp.sln
	FricaDeGaze/FricaDeGaze.sln
	FricaDeGaze/Library/CurrentLayout.dwlt
	FricaDeGaze/Library/CurrentMaximizeLayout.dwlt
This commit is contained in:
ligiatosa
2015-01-14 20:12:41 +02:00
172 changed files with 989 additions and 258 deletions

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@ -39,17 +39,17 @@
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="UnityEngine">
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<None Include="Assets\Standard Assets\Skyboxes\_skybox info.txt" />
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />

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@ -39,17 +39,17 @@
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<ItemGroup>
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<None Include="Assets\Standard Assets\Skyboxes\_skybox info.txt" />
<Reference Include="UnityEngine.UI">
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />

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@ -39,24 +39,23 @@
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<ItemGroup>
<Compile Include="Assets\AddSpider.cs" />
<Compile Include="Assets\MiscaPaianjen.cs" />
<Compile Include="Assets\RandomSpider.cs" />
<Compile Include="Assets\misca2.cs" />
<Compile Include="Assets\misca3.cs" />
<Compile Include="Assets\Scripts\AddSpider.cs" />
<Compile Include="Assets\Scripts\BallCollisionWithSpider.cs" />
<Compile Include="Assets\Scripts\BallShoot.cs" />
<Compile Include="Assets\Scripts\SpiderMove.cs" />
<None Include="Assets\Standard Assets\Skyboxes\_skybox info.txt" />
<Reference Include="Assembly-UnityScript-firstpass">
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<HintPath>E:/Facultate/VR/Lab4_FricaDeGaze/FricaDeGaze/Library/ScriptAssemblies/Assembly-UnityScript-firstpass.dll</HintPath>
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<Reference Include="UnityEngine.UI">
<HintPath>C:/Program Files (x86)/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/4.6.1/UnityEngine.UI.dll</HintPath>
<HintPath>E:/SDKs/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/4.6.1/UnityEngine.UI.dll</HintPath>
</Reference>
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<ItemGroup>

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@ -39,21 +39,20 @@
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="UnityEngine">
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<ItemGroup>
<Compile Include="Assets\AddSpider.cs" />
<Compile Include="Assets\MiscaPaianjen.cs" />
<Compile Include="Assets\RandomSpider.cs" />
<Compile Include="Assets\misca2.cs" />
<Compile Include="Assets\misca3.cs" />
<Compile Include="Assets\Scripts\AddSpider.cs" />
<Compile Include="Assets\Scripts\BallCollisionWithSpider.cs" />
<Compile Include="Assets\Scripts\BallShoot.cs" />
<Compile Include="Assets\Scripts\SpiderMove.cs" />
<None Include="Assets\Standard Assets\Skyboxes\_skybox info.txt" />
<Reference Include="UnityEngine.UI">
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</Reference>
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<ItemGroup>

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@ -39,10 +39,10 @@
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="UnityEngine">
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<HintPath>E:/SDKs/Unity/Editor/Data/Managed/UnityEngine.dll</HintPath>
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@ -50,7 +50,7 @@
<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\FPSInputController.js" />
<None Include="Assets\Standard Assets\Skyboxes\_skybox info.txt" />
<Reference Include="UnityEngine.UI">
<HintPath>C:/Program Files (x86)/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/4.6.1/UnityEngine.UI.dll</HintPath>
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</Reference>
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@ -39,10 +39,10 @@
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="UnityEngine">
<HintPath>C:/Program Files (x86)/Unity/Editor/Data/Managed/UnityEngine.dll</HintPath>
<HintPath>E:/SDKs/Unity/Editor/Data/Managed/UnityEngine.dll</HintPath>
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<Reference Include="UnityEditor">
<HintPath>C:/Program Files (x86)/Unity/Editor/Data/Managed/UnityEditor.dll</HintPath>
<HintPath>E:/SDKs/Unity/Editor/Data/Managed/UnityEditor.dll</HintPath>
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@ -50,7 +50,7 @@
<Compile Include="Assets\Standard Assets\Character Controllers\Sources\Scripts\FPSInputController.js" />
<None Include="Assets\Standard Assets\Skyboxes\_skybox info.txt" />
<Reference Include="UnityEngine.UI">
<HintPath>C:/Program Files (x86)/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/4.6.1/UnityEngine.UI.dll</HintPath>
<HintPath>E:/SDKs/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/4.6.1/UnityEngine.UI.dll</HintPath>
</Reference>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />

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@ -1,29 +0,0 @@
using UnityEngine;
using System.Collections;
public class AddSpider : MonoBehaviour {
// Use this for initialization
public GameObject enemy;
public misca2 sc;
IEnumerator Start() {
for (int i = 0; i < 10; i++) {
yield return new WaitForSeconds(Random.Range(0, 5.0f));
Instantiate(enemy);
enemy.transform.position = new Vector3(Random.Range(-2.5f, 2.5f),0,Random.Range(-0.5f, 0.5f));
sc=enemy.AddComponent("misca2") as misca2;
//sc.Invoke("Start()",0);
}
}
// Update is called once per frame
void Update () {
}
}

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@ -0,0 +1,4 @@
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@ -1,44 +0,0 @@
using UnityEngine;
using System.Collections;
public class MisacaPaianjen : MonoBehaviour {
// Use this for initialization
void Start () {
itembounce();
}
Vector3 speed = new Vector3(0,0.002f,0);
bool bouncing = true;
// Update is called once per frame
void Update () {
if (bouncing == true) {
this.transform.position += speed;
} else if (bouncing == false) {
this.transform.position -= speed;
}
//bouncing = !bouncing;
}
IEnumerator itembounce() {
for(int i=0;i>1;i++)
{
// yield return new WaitForSeconds(0.002f);
//bouncing = !bouncing;
bouncing = !bouncing;
yield return new WaitForSeconds(0.002f);
}
}
}

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@ -1,15 +0,0 @@
using UnityEngine;
using System.Collections;
public class RandomSpider : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}

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@ -0,0 +1,5 @@
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@ -0,0 +1,34 @@
using UnityEngine;
using System.Collections;
public class AddSpider : MonoBehaviour {
// Use this for initialization
public GameObject enemy;
public SpiderMove sc;
float randomInterval = 5.0f;
IEnumerator Start()
{
while(true)
{
yield return new WaitForSeconds(Random.Range(randomInterval, 2 * randomInterval));
if (randomInterval > .2f)
randomInterval -= randomInterval / 10;
Instantiate(enemy);
float scale = Random.Range(.5f / randomInterval, .5f / randomInterval);
enemy.transform.position = new Vector3(-4, 0, -4);
enemy.transform.localScale = new Vector3(scale, scale, scale);
}
}
// Update is called once per frame
void Update () {
}
}

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@ -0,0 +1,29 @@
using UnityEngine;
using System.Collections;
public class BallCollisionWithSpider : MonoBehaviour {
public AudioSource SoundToPlay;
void OnTriggerEnter(Collider other)
{
if (other.gameObject.name.Contains ("Spider"))
{
Destroy (gameObject);
Destroy (other.gameObject);
SoundToPlay.enabled = true;
SoundToPlay.Play ();
}
}
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}

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@ -1,5 +1,5 @@
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@ -0,0 +1,38 @@
using UnityEngine;
using System.Collections;
public class BallShoot : MonoBehaviour {
public GameObject Ball;
public float ThrowSpeed = 10f;
public AudioSource ThrowSound;
private float LastThrowTime = 0;
// Use this for initialization
void Start () {
Physics.gravity = new Vector3(0, -20, 0);
}
// Update is called once per frame
void Update () {
var direction = Camera.main.transform.forward;
if (Input.GetButton ("Fire1") && LastThrowTime + .05 < Time.timeSinceLevelLoad)
{
// Throw ball
var ball = Instantiate(Ball) as GameObject;
ball.transform.position = Camera.main.transform.position + direction;
ball.rigidbody.AddForce(direction * ThrowSpeed, ForceMode.Impulse);
LastThrowTime = Time.timeSinceLevelLoad;
// Play sound
if (ThrowSound != null)
ThrowSound.Play();
}
}
}

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@ -1,5 +1,5 @@
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@ -0,0 +1,43 @@
using UnityEngine;
using System.Collections;
public class SpiderMove : MonoBehaviour {
public float Speed;
Vector3 source;
Vector3 destination;
Vector3 generaterandom()
{
// Generate positions outside box
float x, z;
x = Random.Range(-4f, 4f);
z = -Random.Range(-4f, 4f);
return new Vector3 (x, .2f, z);
}
IEnumerator Start () {
source = generaterandom ();
destination = generaterandom ();
gameObject.transform.forward = destination - source;
gameObject.transform.position = source;
yield return null;
}
// Update is called once per frame
void Update ()
{
gameObject.transform.position += gameObject.transform.forward * Speed;
if (Mathf.Abs(gameObject.transform.position.x) > 5f
|| Mathf.Abs(gameObject.transform.position.y) > 5f
|| Mathf.Abs(gameObject.transform.position.z) > 5f)
Destroy (gameObject);
}
}

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@ -1,77 +0,0 @@
using UnityEngine;
using System.Collections;
public class misca2 : MonoBehaviour {
public Transform target;
public float RotationSpeed;
IEnumerator Start () {
//yield return new WaitForSeconds (0.2f);
//float width = camera.pixelWidth;
/*float speed = 1;
//move towards the center of the world (or where ever you like)
Vector3 targetPosition = target.position;
Vector3 currentPosition = this.transform.position;
//first, check to see if we're close enough to the target
if(Vector3.Distance(currentPosition, targetPosition) > .1f) {
Vector3 directionOfTravel = targetPosition - currentPosition;
//now normalize the direction, since we only want the direction information
directionOfTravel.Normalize();
//scale the movement on each axis by the directionOfTravel vector components
this.transform.Translate(
0,
(directionOfTravel.y * speed * Time.deltaTime),
0,
Space.World);
}*/
//transform.RotateAround (target.position, new Vector3 (0, target.position.y, 0), 0);
//transform.position = new Vector3(target.position.x,0.1f+target.position.y,target.position.z);
float dis = Vector3.Distance (transform.position, target.position);
float xpos = Random.Range (-target.position.x, target.position.x);
//while (xpos > target.position.x)
xpos = Random.Range (-target.position.x, target.position.x);
float zpos = Random.Range (-target.position.z, target.position.z);
//while (zpos > target.position.z)
zpos = Random.Range (-target.position.z, target.position.z);
Vector3 position = new Vector3(xpos, 0, zpos);
//transform.TransformVector (new Vector3(target.position.x,target.position.y,target.position));
Vector3 pointA = transform.position;
//Vector3 pointB = pointA + new Vector3 (0.5f,0,0.5f);
while (true) {
yield return StartCoroutine(MoveObject(transform, pointA, position, 0.1f));
yield return StartCoroutine(MoveObject(transform, position, pointA, 0.1f));
//while (xpos > target.position.x)
xpos = Random.Range (-target.position.x, target.position.x);
//while (zpos > target.position.z)
zpos = Random.Range (-target.position.z, target.position.z);
position.x = xpos;
position.z = zpos;
}
}
IEnumerator MoveObject (Transform thisTransform, Vector3 startPos, Vector3 endPos, float time) {
float i = 0.0f;
float rate = 0.1f / time;
while (i < 1.0f) {
i += Time.deltaTime * rate;
thisTransform.position = Vector3.Lerp(startPos, endPos, i);
yield return null;
}
}
// Update is called once per frame
void Update () {
}
}

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@ -1,32 +0,0 @@
using UnityEngine;
using System.Collections;
public class misca3 : MonoBehaviour {
IEnumerator Start () {
yield return new WaitForSeconds (0.5f);
Vector3 pointA = transform.position;
Vector3 pointB = pointA + new Vector3 (0,0.05f,0);
while (true) {
yield return StartCoroutine(MoveObject(transform, pointA, pointB, 0.5f));
yield return StartCoroutine(MoveObject(transform, pointB, pointA, 0.5f));
}
}
IEnumerator MoveObject (Transform thisTransform, Vector3 startPos, Vector3 endPos, float time) {
float i = 0.0f;
float rate = 1.0f / time;
while (i < 1.0f) {
i += Time.deltaTime * rate;
thisTransform.position = Vector3.Lerp(startPos, endPos, i);
yield return null;
}
}
// Update is called once per frame
void Update () {
}
}

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@ -1,8 +0,0 @@
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@ -23,7 +23,11 @@ Global
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
<<<<<<< HEAD
GlobalSection(MonoDevelopProperties) = preSolution
=======
GlobalSection(MonoDevelopProperties) = preSolution
>>>>>>> 2a8d2ffe512122e5fb4393f5bd437afcac8639b0
StartupItem = Assembly-CSharp.csproj
Policies = $0
$0.TextStylePolicy = $1

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@ -29,7 +29,11 @@ Global
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
<<<<<<< HEAD
GlobalSection(MonoDevelopProperties) = preSolution
=======
GlobalSection(MonoDevelopProperties) = preSolution
>>>>>>> 2a8d2ffe512122e5fb4393f5bd437afcac8639b0
StartupItem = Assembly-CSharp.csproj
Policies = $0
$0.TextStylePolicy = $1

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@ -1,11 +1,8 @@
<Properties>
<MonoDevelop.Ide.Workspace ActiveConfiguration="Debug" />
<MonoDevelop.Ide.Workbench ActiveDocument="Assets\misca2.cs">
<MonoDevelop.Ide.Workspace ActiveConfiguration="Debug" PreferredExecutionTarget="MonoDevelop.Default" />
<MonoDevelop.Ide.Workbench ActiveDocument="Assets\Scripts\SpiderMove.cs">
<Files>
<File FileName="Assets\misca2.cs" Line="48" Column="4" />
<File FileName="Assets\AddSpider.cs" Line="12" Column="4" />
<File FileName="Assets\RandomSpider.cs" Line="1" Column="1" />
<File FileName="Assets\MiscaPaianjen.cs" Line="1" Column="1" />
<File FileName="Assets\Scripts\SpiderMove.cs" Line="7" Column="2" />
</Files>
</MonoDevelop.Ide.Workbench>
<MonoDevelop.Ide.DebuggingService.Breakpoints>

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@ -1 +1 @@
listen 1870003376 0 0
listen 2644273091 0 0

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@ -1,21 +1,744 @@
Initialize engine version: 4.6.1f1 (d1db7a1b5196)
GfxDevice: creating device client; threaded=1
Direct3D:
Version: Direct3D 11.0 [level 11.0]
Renderer: NVIDIA GeForce 820M (ID=0x1140)
Vendor: NVIDIA
VRAM: 1994 MB
Version: Direct3D 11.0 [level 10.1]
Renderer: ATI Mobility Radeon HD 4500/5100 Series (ID=0x9553)
Vendor: ATI
VRAM: 505 MB
Begin MonoManager ReloadAssembly
Platform assembly: C:\Users\ligia_000\Documents\PCWorkspace\frica-de-gaze\FricaDeGaze\FricaDeGaze_Data\Managed\UnityEngine.dll (this message is harmless)
Loading C:\Users\ligia_000\Documents\PCWorkspace\frica-de-gaze\FricaDeGaze\FricaDeGaze_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: C:\Users\ligia_000\Documents\PCWorkspace\frica-de-gaze\FricaDeGaze\FricaDeGaze_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless)
Loading C:\Users\ligia_000\Documents\PCWorkspace\frica-de-gaze\FricaDeGaze\FricaDeGaze_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain
Platform assembly: C:\Users\ligia_000\Documents\PCWorkspace\frica-de-gaze\FricaDeGaze\FricaDeGaze_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading C:\Users\ligia_000\Documents\PCWorkspace\frica-de-gaze\FricaDeGaze\FricaDeGaze_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
- Completed reload, in 0.047 seconds
Platform assembly: E:\Facultate\VR\Lab4_FricaDeGaze\FricaDeGaze\FricaDeGaze_Data\Managed\UnityEngine.dll (this message is harmless)
Loading E:\Facultate\VR\Lab4_FricaDeGaze\FricaDeGaze\FricaDeGaze_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: E:\Facultate\VR\Lab4_FricaDeGaze\FricaDeGaze\FricaDeGaze_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading E:\Facultate\VR\Lab4_FricaDeGaze\FricaDeGaze\FricaDeGaze_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: E:\Facultate\VR\Lab4_FricaDeGaze\FricaDeGaze\FricaDeGaze_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading E:\Facultate\VR\Lab4_FricaDeGaze\FricaDeGaze\FricaDeGaze_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: E:\Facultate\VR\Lab4_FricaDeGaze\FricaDeGaze\FricaDeGaze_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless)
Loading E:\Facultate\VR\Lab4_FricaDeGaze\FricaDeGaze\FricaDeGaze_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain
Platform assembly: E:\Facultate\VR\Lab4_FricaDeGaze\FricaDeGaze\FricaDeGaze_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading E:\Facultate\VR\Lab4_FricaDeGaze\FricaDeGaze\FricaDeGaze_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
- Completed reload, in 0.456 seconds
desktop: 1366x768 60Hz; virtual: 1366x768 at 0,0
<RI> Initializing input.
<RI> Input initialized.
<RI> Input initialized.
Platform assembly: E:\Facultate\VR\Lab4_FricaDeGaze\FricaDeGaze\FricaDeGaze_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: E:\Facultate\VR\Lab4_FricaDeGaze\FricaDeGaze\FricaDeGaze_Data\Managed\Boo.Lang.dll (this message is harmless)
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Can not play a disabled audio source
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Can not play a disabled audio source
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Can not play a disabled audio source
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Can not play a disabled audio source
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Can not play a disabled audio source
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Can not play a disabled audio source
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Can not play a disabled audio source
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Can not play a disabled audio source
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Can not play a disabled audio source
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Can not play a disabled audio source
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Can not play a disabled audio source
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Can not play a disabled audio source
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Can not play a disabled audio source
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Can not play a disabled audio source
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