Tiled map loading through TiledLib
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="4.0">
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<PropertyGroup>
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<ProjectGuid>{D054E3A6-7E05-4255-984F-69FE40D9137F}</ProjectGuid>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
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<OutputType>Library</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>DepthsBelowContentPipeline</RootNamespace>
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<AssemblyName>DepthsBelowContentPipeline</AssemblyName>
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<XnaFrameworkVersion>v4.0</XnaFrameworkVersion>
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<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\x86\Debug</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<PlatformTarget>x86</PlatformTarget>
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<XnaPlatform>Windows</XnaPlatform>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="Microsoft.Xna.Framework, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
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<Private>False</Private>
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<SpecificVersion>True</SpecificVersion>
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</Reference>
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<Reference Include="Microsoft.Xna.Framework.Graphics, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
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<Private>False</Private>
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<SpecificVersion>True</SpecificVersion>
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</Reference>
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<Reference Include="Microsoft.Xna.Framework.Content.Pipeline, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
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<Private>False</Private>
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<SpecificVersion>true</SpecificVersion>
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</Reference>
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<Reference Include="System">
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<Private>False</Private>
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</Reference>
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<Reference Include="System.Xml">
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<Private>False</Private>
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</Reference>
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<Reference Include="System.Core">
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<RequiredTargetFramework>4.0</RequiredTargetFramework>
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</Reference>
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<Reference Include="System.Xml.Linq">
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<RequiredTargetFramework>4.0</RequiredTargetFramework>
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="MapProcessor.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\..\TiledLib\TiledLib\TiledLib.csproj">
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<Project>{EC3F6988-459C-4783-89E9-F34C0CC731C7}</Project>
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<Name>TiledLib</Name>
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</ProjectReference>
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</ItemGroup>
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.ContentPipelineExtensions.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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<Target Name="BeforeBuild">
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</Target>
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<Target Name="AfterBuild">
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</Target>
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-->
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</Project>
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+130
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Content.Pipeline;
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using Microsoft.Xna.Framework.Content.Pipeline.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using TiledLib;
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namespace DepthsBelowContentPipeline
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{
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// Each tile has a texture, source rect, and sprite effects.
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[ContentSerializerRuntimeType("DepthsBelow.Tile, DepthsBelow")]
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public class MapTileContent
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{
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public ExternalReference<Texture2DContent> Texture;
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public Rectangle SourceRectangle;
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public SpriteEffects SpriteEffects;
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}
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// For each layer, we store the size of the layer and the tiles.
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[ContentSerializerRuntimeType("DepthsBelow.Layer, DepthsBelow")]
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public class MapLayerContent
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{
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public int Width;
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public int Height;
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public MapTileContent[] Tiles;
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}
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// For the map itself, we just store the size, tile size, and a list of layers.
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[ContentSerializerRuntimeType("DepthsBelow.Map, DepthsBelow")]
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public class MapContent
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{
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public int TileWidth;
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public int TileHeight;
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public List<MapLayerContent> Layers = new List<MapLayerContent>();
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}
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[ContentProcessor(DisplayName = "TMX Processor - DepthsBelow")]
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public class MapProcessor : ContentProcessor<TiledLib.MapContent, MapContent>
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{
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public override MapContent Process(TiledLib.MapContent input, ContentProcessorContext context)
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{
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//System.Diagnostics.Debugger.Launch();
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// build the textures
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TiledHelpers.BuildTileSetTextures(input, context, "maps");
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// generate source rectangles
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TiledHelpers.GenerateTileSourceRectangles(input, "maps");
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// now build our output, first by just copying over some data
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MapContent output = new MapContent
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{
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TileWidth = input.TileWidth,
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TileHeight = input.TileHeight
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};
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// iterate all the layers of the input
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foreach (LayerContent layer in input.Layers)
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{
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// we only care about tile layers in our demo
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TileLayerContent tlc = layer as TileLayerContent;
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if (tlc != null)
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{
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// create the new layer
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MapLayerContent outLayer = new MapLayerContent
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{
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Width = tlc.Width,
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Height = tlc.Height,
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};
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// we need to build up our tile list now
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outLayer.Tiles = new MapTileContent[tlc.Data.Length];
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for (int i = 0; i < tlc.Data.Length; i++)
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{
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// get the ID of the tile
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uint tileID = tlc.Data[i];
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// if the tile is empty, let the tile be null
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if (tileID == 0)
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continue;
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// use that to get the actual index as well as the SpriteEffects
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int tileIndex;
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SpriteEffects spriteEffects;
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TiledHelpers.DecodeTileID(tileID, out tileIndex, out spriteEffects);
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// figure out which tile set has this tile index in it and grab
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// the texture reference and source rectangle.
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ExternalReference<Texture2DContent> textureContent = null;
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Rectangle sourceRect = new Rectangle();
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// iterate all the tile sets
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foreach (var tileSet in input.TileSets)
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{
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// if our tile index is in this set
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if (tileIndex - tileSet.FirstId < tileSet.Tiles.Count)
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{
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// store the texture content and source rectangle
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textureContent = tileSet.Texture;
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sourceRect = tileSet.Tiles[(int)(tileIndex - tileSet.FirstId)].Source;
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// and break out of the foreach loop
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break;
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}
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}
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// now insert the tile into our output
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outLayer.Tiles[i] = new MapTileContent
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{
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Texture = textureContent,
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SourceRectangle = sourceRect,
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SpriteEffects = spriteEffects
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};
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}
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// add the layer to our output
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output.Layers.Add(outLayer);
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}
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}
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// return the output object. because we have ContentSerializerRuntimeType attributes on our
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// objects, we don't need a ContentTypeWriter and can just use the automatic serialization.
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return output;
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}
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}
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}
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@@ -0,0 +1,33 @@
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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// General Information about an assembly is controlled through the following
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// set of attributes. Change these attribute values to modify the information
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// associated with an assembly.
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[assembly: AssemblyTitle("DepthsBelowContentPipeline")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("Microsoft")]
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[assembly: AssemblyProduct("DepthsBelowContentPipeline")]
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[assembly: AssemblyCopyright("Copyright © Microsoft 2012")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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// Setting ComVisible to false makes the types in this assembly not visible
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// to COM components. If you need to access a type in this assembly from
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// COM, set the ComVisible attribute to true on that type.
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[assembly: ComVisible(false)]
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// The following GUID is for the ID of the typelib if this project is exposed to COM
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[assembly: Guid("7a91de46-472e-481e-84cf-b6fbdce7eb9e")]
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// Version information for an assembly consists of the following four values:
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//
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// Major Version
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// Minor Version
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// Build Number
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// Revision
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//
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[assembly: AssemblyVersion("1.0.0.0")]
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[assembly: AssemblyFileVersion("1.0.0.0")]
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