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using UnityEngine;
public class CharacterSelectionController : MonoBehaviour
{
[SerializeField]
private Character[] characters;
public Character SelectedCharacter { get; private set; }
private void Start()
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class LongClickButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
private bool pointerDown;
private float pointerDownTimer;
<dxe:ButtonEdit x:Class="DDT.Controls.RelatedButtonEdit"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:converters="clr-namespace:DDT.Converters"
xmlns:dxe="http://schemas.devexpress.com/winfx/2008/xaml/editors"
mc:Ignorable="d"
d:DesignHeight="20" d:DesignWidth="150"
DisplayTextConverter="{StaticResource RelatedButtonDisplayTextConverter}"
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class NumberDemoAgent : Agent
{
[SerializeField]
private float currentNumber;
[SerializeField]
private float targetNumber;
public override void AgentStep(float[] action)
{
if (text != null)
text.text = string.Format("C:{0} / T:{1} [{2}]", currentNumber, targetNumber, solved);
switch ((int)action[0])
{
case 0:
currentNumber -= 0.01f;
break;
public override void AgentReset()
{
targetNumber = UnityEngine.Random.RandomRange(-1f, 1f);
sphere.position = new Vector3(targetNumber * 5, 0, 0);
currentNumber = 0f;
}
public override List<float> CollectState()
{
List<float> state = new List<float>();
state.Add(currentNumber);
state.Add(targetNumber);
return state;
}
public class NumberDemoAgent : Agent
{
[SerializeField]
private float currentNumber;
[SerializeField]
private float targetNumber;
[SerializeField]
private Text text;
[SerializeField]
private Transform cube;
using UnityEngine;
public class FootSteps : MonoBehaviour
{
[SerializeField]
private AudioClip[] stoneClips;
[SerializeField]
private AudioClip[] mudClips;
[SerializeField]
private AudioClip[] grassClips;
using UnityEngine;
public class TerrainDetector
{
private TerrainData terrainData;
private int alphamapWidth;
private int alphamapHeight;
private float[,,] splatmapData;
private int numTextures;