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Nelson LaQuet nelsonlaquet

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using System;
using System.Collections.Generic;
using System.Linq;
namespace ConsoleApplication144
{
interface IEvent { }
class RunePlacedEvent : IEvent
{
<appender name="LogFileAppender" type="log4net.Appender.RollingFileAppender">
<param name="File" value="log\PhotonTest.log" />
<param name="AppendToFile" value="true" />
<param name="MaxSizeRollBackups" value="1" />
<param name="MaximumFileSize" value="250MB" />
<param name="RollingStyle" value="Size" />
<param name="LockingModel" type="log4net.Appender.FileAppender+MinimalLock" />
<layout type="log4net.Layout.PatternLayout">
<param name="ConversionPattern" value="%d&#9;[%t]&#9;%-5p&#9;%c&#9;%m%n" />
</layout>
private static void Main(string[] args)
{
int i = 10;
string s = "whoa";
Method(i, s);
}
private static void Method1(int a, string b)
{
Console.WriteLine("1");
using System;
using System.Linq;
using Autofac;
namespace ConsoleApplication125
{
interface IStateManager
{
void Switch(object state);
}
using System;
using System.Linq;
namespace ConsoleApplication124
{
interface IState
{
void Update();
}
using System;
using System.Collections.Generic;
using System.Linq;
namespace ConsoleApplication123
{
// private readonly Dictionary<Tuple<ConsoleKey, GameState>, Action> _acs;
public enum GameState
{
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace ConsoleApplication3
{
class Program
{
static void Main(string[] args)
[Test]
public void PsudoSelectorsWork()
{
var env = new StylesheetEnvironment();
env.RegisterProperty(FontProperty.Type);
var compiler = new StylesheetCompiler(env);
env.RegisterStylesheet(compiler.Compile("ul#player-list:hover > li.blegh#id1 em.name {font-size: 12pt;} .test-2 { font-weight: 20 }"));
var element1 = new Element("player-list", new ElementType("ul"), "list", "hover");
grammar CGS;
options {
language=CSharp3;
TokenLabelType=CommonToken;
output=AST;
ASTLabelType=CommonTree;
}
tokens {
public bool TryAddToLobby(GameObjectId lobbyId)
{
Fiber.ScheduleCoroutine(TryAddToLobbyCoroutine(lobbyId));
return _currentLobbyId != null;
}
private IEnumerable TryAddToLobbyCoroutine(GameObjectId lobbyId)
{
var details = Details;
var task = Engine.ScheduleAr<ILobby, bool>(lobbyId,