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| #include "dictionary.h" | |
| #include <stdlib.h> | |
| #include <stdbool.h> | |
| //////////////////////////////////////////////////////////////////////////////// | |
| // static function forward declarations | |
| // dictionary node static | |
| static DictionaryNode *DictionaryNodeAlloc(void); |
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| using System; | |
| /// <summary> | |
| /// Reference Class. | |
| /// </summary> | |
| [Serializable] | |
| public abstract class Reference | |
| { | |
| } |
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| // <author> | |
| // douduck08: https://github.com/douduck08 | |
| // Use Reflection to get instance of Unity's SerializedProperty in Custom Editor. | |
| // Modified codes from 'Unity Answers', in order to apply on nested List<T> or Array. | |
| // | |
| // Original author: HiddenMonk & Johannes Deml | |
| // Ref: http://answers.unity3d.com/questions/627090/convert-serializedproperty-to-custom-class.html | |
| // </author> | |
| using System.Collections; |
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| using UnityEngine; | |
| using System; | |
| public class MathParabola | |
| { | |
| public static Vector3 Parabola(Vector3 start, Vector3 end, float height, float t) | |
| { | |
| Func<float, float> f = x => -4 * height * x * x + 4 * height * x; |
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| using System.Collections.Generic; | |
| using UnityEngine; | |
| namespace UGPXFramework { | |
| public class AIController { | |
| private DynamicBlackboard _blackboard = new DynamicBlackboard(); | |
| private List<IAIScan> _scans = new List<IAIScan>(); | |
| private List<IAIAction> _actions = new List<IAIAction>(); | |
| public AIController(GameObject gameObject) { |
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| // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) | |
| // Edits by Glynn Taylor. MIT license | |
| // Includes code for splitmap by https://twitter.com/adamgryu and triplanar mapping by https://github.com/keijiro. MIT License | |
| #ifndef TERRAIN_SPLATMAP_COMMON_CGINC_INCLUDED | |
| #define TERRAIN_SPLATMAP_COMMON_CGINC_INCLUDED | |
| struct Input | |
| { | |
| float3 localNormal : TEXCOORD0; |
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| using Newtonsoft.Json; | |
| using System.Collections.Generic; | |
| using System.Linq; | |
| using System.Threading.Tasks; | |
| using Unity.Services.CloudSave; | |
| using UnityEngine; | |
| public class CloudSaveClient : ISaveClient | |
| { | |
| private readonly ICloudSaveDataClient _client = CloudSaveService.Instance.Data; |
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| Netcode package: | |
| com.unity.netcode.gameobjects | |
| Mutiplayer helpers (ClientNetworkTransform): | |
| https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop.git?path=/Packages/com.unity.multiplayer.samples.coop#main | |
| ParrelSync: | |
| https://github.com/VeriorPies/ParrelSync.git?path=/ParrelSync |
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| /** | |
| * full article about this gist | |
| * @link https://blog.stackademic.com/building-a-state-management-system-with-react-86d382fa33cd | |
| */ | |
| import { useSyncExternalStore } from 'react'; | |
| /** | |
| * @description An atom is a unit of state in Jotai. It is a container of a value that can be read synchronously and updated asynchronously. | |
| */ |
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| # Docker compose to set up containers for all services you need: | |
| # VPN | |
| # Sonarr, Radarr, Lidarr, Qbittorrent | |
| # Non-VPN | |
| # Plex, get_iplayer | |
| # Before running docker-compose, you should pre-create all of the following folders. | |
| # Folders for Docker State: | |
| # /volume1/dockerdata. - root where this docker-compose.yml should live | |
| # /volume1/dockerdata/plex - Plex config and DB | |
| # /volume1/dockerdata/sonarr - Sonarr config and DB |
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