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# FAQs
## How to use xLua distribution package?
xLua is currently released as a zip package and can be extracted to the project directory.
## Can xLua be placed in another directory?
Yes, but the generated code directory needs to be configured (by default, it is in the Assets\XLua\Gen directory). For details, see t... | jynew/jyx2/Assets/XLua/Doc/Faq_EN.md/0 | {
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/*
* Tencent is pleased to support the open source community by making xLua available.
* Copyright (C) 2016 THL A29 Limited, a Tencent company. All rights reserved.
* Licensed under the MIT License (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License... | jynew/jyx2/Assets/XLua/Src/Editor/Generator.cs/0 | {
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/*
* Tencent is pleased to support the open source community by making xLua available.
* Copyright (C) 2016 THL A29 Limited, a Tencent company. All rights reserved.
* Licensed under the MIT License (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License ... | jynew/jyx2/Assets/XLua/Src/LuaDLL.cs/0 | {
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/*
* Tencent is pleased to support the open source community by making xLua available.
* Copyright (C) 2016 THL A29 Limited, a Tencent company. All rights reserved.
* Licensed under the MIT License (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License... | jynew/jyx2/Assets/XLua/Src/ObjectPool.cs/0 | {
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#import <Foundation/Foundation.h>
@interface AntiAddictionHttpRequest : NSObject
//! GET参数拼接
+ (NSString *)connectUrl:(NSString *)url params:(NSDictionary *)params;
+ (NSString *)connectUrl:(NSString *)url params:(NSDictionary *)params encode:(BOOL)encode;
// POST请求参数拼接
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using System;
using CheckPayResult = Plugins.AntiAddictionUIKit.CheckPayResult;
using TapTap.AntiAddiction.Model;
namespace TapTap.AntiAddiction
{
internal interface IAntiAddictionJob
{
/// <summary>
/// 根据状态的对外回调
/// </summary>
Action<int, string> ExternalCallback { get;}
... | jynew/jyx2/TapSdkFiles/TapTap/AntiAddiction/Script/Wrapper/IAntiAddictionJob.cs/0 | {
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# ChangeLog
## 3.11.1
### Fixed bugs
- iOS: 修复授权模块对系统 URL 回调的使用方式
## 3.11.0
## 3.10.0
## 3.9.0
## 3.8.0
## 3.7.1
## 3.7.0
## 3.6.3
### Optimization and fixed bugs
- Android 修复特定机型上繁体中文的识别
- Android 修复初始化时未配置 TapDBConfig 会初始化失败的问题
## 3.6.1
## 3.6.0
## 3.5.2
### New Feature
- 新增多语言配置
## 3.5.0
### Optimiza... | jynew/jyx2/TapSdkFiles/TapTap/Common/CHANGELOG.md/0 | {
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{
"name": "TapTap.Common.Editor",
"optionalUnityReferences": [],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": []
} | jynew/jyx2/TapSdkFiles/TapTap/Common/Editor/TapTap.Common.Editor.asmdef/0 | {
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// -----------------------------------------------------------------------
// <copyright file="ScrollViewEditor.cs" company="AillieoTech">
// Copyright (c) AillieoTech. All rights reserved.
// </copyright>
// -----------------------------------------------------------------------
namespace TapSDK.UI.AillieoTech
{
... | jynew/jyx2/TapSdkFiles/TapTap/Common/UI/Editor/ScrollViewEditor.cs/0 | {
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// -----------------------------------------------------------------------
// <copyright file="ScrollViewEx.cs" company="AillieoTech">
// Copyright (c) AillieoTech. All rights reserved.
// </copyright>
// -----------------------------------------------------------------------
namespace TapSDK.UI.AillieoTech
{
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//
// TapFriends.h
// TapLoginSDK
//
// Created by pzheng on 2022/02/23.
//
#import <Foundation/Foundation.h>
NS_ASSUME_NONNULL_BEGIN
/// Tap Friend Info
@interface TapFriendInfo : NSObject
/// Nickname.
@property (nonatomic, readonly) NSString *name;
/// Avatar.
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using UnityEngine;
using Unity.MLAgentsExamples;
public class FoodCollectorArea : Area
{
public GameObject food;
public GameObject badFood;
public int numFood;
public int numBadFood;
public bool respawnFood;
public float range;
void CreateFood(int num, GameObject type)
{
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using System.Collections.Generic;
using UnityEngine;
public class Match3TileSelector : MonoBehaviour
{
public GameObject emptyTile;
public GameObject[] tileTypes = new GameObject[0];
public Material[] materialTypes = new Material[0];
private Dictionary<int, MeshRenderer> tileDict = new Dictionary<int,... | ml-agents/Project/Assets/ML-Agents/Examples/Match3/Scripts/Match3TileSelector.cs/0 | {
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using UnityEngine;
namespace Unity.MLAgentsExamples
{
public class FlyCamera : MonoBehaviour
{
/*
wasd : basic movement
shift : Makes camera accelerate
space : Moves camera on X and Z axis only. So camera doesn't gain any height*/
public float mainSpeed = 100.0f; // r... | ml-agents/Project/Assets/ML-Agents/Examples/SharedAssets/Scripts/FlyCamera.cs/0 | {
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using Unity.MLAgents.Sensors;
namespace Unity.MLAgentsExamples
{
/// <summary>
/// A simple sensor that provides a number default implementations.
/// </summary>
public abstract class SensorBase : ISensor
{
/// <summary>
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using UnityEngine;
using Unity.MLAgents.Sensors;
public class TestTextureSensor : ISensor
{
Texture2D m_Texture;
string m_Name;
private ObservationSpec m_ObservationSpec;
SensorCompressionType m_CompressionType;
/// <summary>
/// The compression type used by the sensor.
/// </summary>
... | ml-agents/Project/Assets/ML-Agents/TestScenes/TestCompressedTexture/TestTextureSensor.cs/0 | {
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<jupyter_start><jupyter_text>ML-Agents Use SideChannels Setup<jupyter_code>#@title Install Rendering Dependencies { display-mode: "form" }
#@markdown (You only need to run this code when using Colab's hosted runtime)
import os
from IPython.display import HTML, display
def progress(value, max=100):
return HTML(""... | ml-agents/colab/Colab_UnityEnvironment_3_SideChannel.ipynb/0 | {
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"repo_id": "ml-agents",
"token_count": 40
} | 1,924 |
#if MLA_INPUT_SYSTEM
using Unity.MLAgents.Actuators;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.LowLevel;
namespace Unity.MLAgents.Extensions.Input
{
/// <summary>
/// Implement this interface in order to customize how information is translated <see cref="InputControl"/>s
/// and <see cre... | ml-agents/com.unity.ml-agents.extensions/Runtime/Input/IRLActionInputAdaptor.cs/0 | {
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"repo_id": "ml-agents",
"token_count": 735
} | 1,925 |
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#if MLA_INPUT_TESTS
using NUnit.Framework;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Extensions.Input;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Unity.MLAgents.Extensions.Tests.Runtime.Input
{
public class Vector2InputActionAdaptorTests : InputTestFixture
{
Vector2InputActi... | ml-agents/com.unity.ml-agents.extensions/Tests/Runtime/Input/Adaptors/Vector2InputActionAdaptorTests.cs/0 | {
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"repo_id": "ml-agents",
"token_count": 1472
} | 1,927 |
artifacts/**
build/**
.build_script/**
node_modules/**
Documentation/ApiDocs/**
Documentation~/ApiDocs/**
.DS_Store
.npmrc
.npmignore
.gitignore
CONTRIBUTING.md
CONTRIBUTING.md.meta
QAReport.md
QAReport.md.meta
.gitlab-ci.yml
build.sh
build.sh.meta
build.bat
build.bat.meta
upm-ci.log
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using UnityEditor;
using Unity.MLAgents.Sensors;
namespace Unity.MLAgents.Editor
{
[CustomEditor(typeof(BufferSensorComponent), editorForChildClasses: true)]
[CanEditMultipleObjects]
internal class BufferSensorComponentEditor : UnityEditor.Editor
{
public override void OnInspectorGUI()
... | ml-agents/com.unity.ml-agents/Editor/BufferSensorComponentEditor.cs/0 | {
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