Previously, to check if touch input should be used, the game checked if the runtime platform was Android or iOS. As such, using a mouse on these platforms (well, Android, did not test iOS) does not work. On other platforms, touch input appeared to work, however since it was technically mouse input features, some things, such as zooming in and out of levels did not work. This commit should fix that for all platforms.
Instead of checking the runtime platform, now, it checks if the device supports touchscreen (regardless of platform), and if there is at least one current touch. As such, both types of input should now be supported on all platforms. (this was tested on a windows 8.1 tablet pc)
* Refactored the assetbundle building script (and added a temporary workaround because for some reason the filenames are now lowercase).
* Changed the style used for preprocessor directives.
* Fixed PlayFab, and as such cake race should now work.
* Refactored NetworkManager
* Fixed integer overflows in `TimeManager.ConvertDateTime2Seconds(DateTime)` and `Spine.AnimationState.Update(Single)`. This fixes the instant crashes on development builds.
* Fixed `AnimationCurve`s in levels by telling unity not to strip the `AnimationCurve` class using a `link.xml` file. This should fix crashes in levels such as Little Pig Adventure.
* Updated README.md