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| public struct SomeComponent | |
| { | |
| public Temperature Temperature; | |
| public Moisture Moisture; | |
| } | |
| public struct Temperature | |
| { | |
| public const float MinCelsius = -50.0f; | |
| public const float MaxCelsius = 50.0f; |
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| public abstract class FSMState<T_Data, T_Id> | |
| { | |
| public abstract T_Id id { get; protected set; } | |
| public virtual void OnEnter(T_Data data) { } | |
| public virtual void OnUpdate(T_Data data) { } | |
| public virtual void OnExit(T_Data data) { } | |
| public delegate void TransitionEventHandler(T_Id id); | |
| public event TransitionEventHandler TransitionEvent; |
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| using System; | |
| using System.Collections.Generic; | |
| using System.IO; | |
| using UnityEngine.SceneManagement; | |
| public static class SceneHelpers | |
| { | |
| public static string[] GetValidSceneNames() | |
| { |
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| public interface IApplicationService : IService | |
| { | |
| HashSet<string> GetValidScenes(); | |
| void Load(string sceneName, Action<string, float> onProgress, Action<string> onComplete); | |
| void Unload(string sceneName, Action<string, float> onProgress, Action<string> onComplete); | |
| void Quit(); | |
| } |
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| using System; | |
| using System.Collections.Generic; | |
| using System.Linq; | |
| using System.Reflection; | |
| using Entitas; | |
| using UnityEngine; | |
| namespace Common.Utilities | |
| { | |
| public static class SystemsVerificationTool |
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| using System; | |
| using System.Net; | |
| using JCMG.EntitasRedux.Editor; | |
| using UnityEditor; | |
| namespace Scripts.VisualDebugging | |
| { | |
| public class IPEndPointTypeDrawer: ITypeDrawer | |
| { | |
| public bool HandlesType(Type type) { |
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| #!/bin/bash | |
| # Set the name of your VMs here | |
| VM_TO_SHUTDOWN="Windows 7" | |
| VM_TO_START="Windows 10" | |
| # How long to wait for the VM to shutdown (avoid having an infinite loop) | |
| waitTimeout=30 | |
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| <?php | |
| declare(strict_types=1); | |
| namespace Core\Domain\Time; | |
| use DateTimeImmutable; | |
| use DateTimeZone; | |
| use Generator; | |
| use Iterator; |
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| alias composer='winpty docker run -it --rm --net=host -v "/$HOME":"/$HOME" -e COMPOSER_HOME="$HOME/.composer" -u $UID -w "/$(pwd)" composer' | |
| alias node='winpty docker run -it --rm --net=host -v "/$HOME":"/$HOME" -u $UID -w "/$(pwd)" node:12-stretch node' | |
| alias npm='winpty docker run -it --rm --net=host -v "/$HOME":"/$HOME" -u $UID -w "/$(pwd)" node:12-stretch npm' |
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| public class MyNetworkManager:NetworkManager | |
| { | |
| public T InstantiateNetworkObject<T>(GameObject[] networkObjects, int index, Vector3? position = null, Quaternion? rotation = null, bool sendTransform = true) where T:NetworkBehavior | |
| { | |
| var go = Instantiate(networkObjects[index]); | |
| var netBehavior = go.GetComponent<T>(); | |
| NetworkObject obj = null; | |
| if (!sendTransform && position == null && rotation == null) | |
| obj = netBehavior.CreateNetworkObject(Networker, index); |
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