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Paul Nakonechnyy SneakBug8

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Doing my job
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SneakBug8 / a1.js
Last active October 11, 2019 15:36
// ==UserScript==
// @name Pixelbattle Placer v2
// @namespace http://tampermonkey.net/
// @version 0.2
// @description Unity is the way to victory
// @author GRX, ReD, 3rdC
// @match https://pixel2019.vkforms.ru/*
// @grant GM_xmlhttpRequest
// @updateURL https://gist.githubusercontent.com/SneakBug8/99916f3598ea5a65a2a05fcd727da4b0/raw/390fc174bde51e60abbf0472cc8290f560bababb/a1.js
// @downloadURL https://gist.githubusercontent.com/SneakBug8/99916f3598ea5a65a2a05fcd727da4b0/raw/390fc174bde51e60abbf0472cc8290f560bababb/a1.js

Лабораторная работа №1

По предмету "Основы Тестирования", студента Наконечного Павла Александровича, группа 191-362.

Задачи решены с использованием:

java 11 2018-09-25
Java(TM) SE Runtime Environment 18.9 (build 11+28)
Java HotSpot(TM) 64-Bit Server VM 18.9 (build 11+28, mixed mode)
declare module 'node-vkcoinapi' {
export = VkCoin;
}
declare class VkCoin
{
public constructor(options: { key: string, userId: number, token: string })
public getLink(amount: number, fixation: boolean): string
public formatCoins(amount: number): number
@SneakBug8
SneakBug8 / gamesparksmanager.cs
Created April 14, 2018 19:33
gamesparksmanager used to indicate initialization of GameSparks SDK
using GameSparks.Platforms;
using UnityEngine;
using UnityEngine.Events;
public class GameSparksManager : MonoBehaviour {
public static GameSparksManager Instance;
public GameObject GameSparks;
public UnityEvent OnGameSparksInitializationCompleted = new UnityEvent();
PlatformBase Platform;
@SneakBug8
SneakBug8 / loginmanager.cs
Last active April 14, 2018 18:24
Simple login manager for GameSparks in Unity that uses device’s id and random guid for auth.
using UnityEngine;
using UnityEngine.SceneManagement;
using GameSparks.Api.Requests;
using GameSparks.Api.Responses;
using System;
public class LoginManager : MonoBehaviour
{
public string SceneAfterLogin;
public static LoginManager Instance;
using UnityEngine;
[ExecuteInEditMode]
public class PostEffect : MonoBehaviour
{
public Material ShaderMaterial;
private void OnRenderImage(RenderTexture src, RenderTexture dest)
{
Graphics.Blit(src, dest, ShaderMaterial);
Shader "Camera/MapShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
// No culling or depth
Cull Off ZWrite Off ZTest Always
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
public class Typewriter : MonoBehaviour
{
public Text Text;
public float TimePerSymbol;
float timer;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AI : Entity {
public State State;
public State PreviousState;
public float ViewDistance;
protected override void Start() {
import requests
import time
import os
import string
import threading
total = 0
symbols = string.hexdigits
def recourse(i, tempstr):