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// // AntiAddiction.h // AntiAddictionUI // // Created by jessy on 2021/9/22. // #import <Foundation/Foundation.h> #import <AntiAddictionService/AntiAddictionService-Swift.h> #import <AntiAddictionUI/AntiAddictionUI.h> #define AntiAddictionSDK @"AntiAddiction" NS_ASSUME_NONNULL_BEGIN typedef NS_ENUM(NSInteger, ...
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{ "items": { "cn": { "NetError": "网络异常,请稍后重试", "NoVerification": "未查询到实名状态,防沉迷启动失败", "EnterGame": "进入游戏", "ExitGame": "退出游戏", "Retry": "重试" }, "en": { "NetError": "Network error,please try again", "NoVerif...
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using System; using UnityEngine; using CheckPayResult = Plugins.AntiAddictionUIKit.CheckPayResult; using TapTap.AntiAddiction.Model; namespace TapTap.AntiAddiction { public enum Region { // NOTE:不要随便改枚举的int值,已经被序列化保存到本地过. China = 1, Vietnam = 2, } public static class AntiA...
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using System; using System.Text; using System.IO; using System.Threading.Tasks; using LC.Newtonsoft.Json; using TapTap.Common; namespace TapTap.AntiAddiction.Internal { /// <summary> /// 通用 JSON 序列化工具 /// </summary> internal class Persistence { private readonly string _filePath; ...
jynew/jyx2/TapSdkFiles/TapTap/AntiAddiction/Script/Internal/Persistence.cs/0
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using System; using UnityEngine.UI; using TapSDK.UI; using TapTap.AntiAddiction; namespace TapTap.AntiAddiction.Internal { public class TaptapAntiAddictionRetryAlertController : BasePanelController { public Text messageText; public Text buttonText; public Button retryButton; p...
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using LC.Newtonsoft.Json; namespace TapTap.AntiAddiction.Model { internal class BaseResponse { [JsonProperty("success")] internal bool Success { get; private set; } } }
jynew/jyx2/TapSdkFiles/TapTap/AntiAddiction/Script/Model/BaseResponse.cs/0
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using LC.Newtonsoft.Json; using TapTap.AntiAddiction; namespace TapTap.AntiAddiction.Model { public class VerificationResult { [JsonProperty("age_limit")] internal int AgeLimit { get; private set; } [JsonProperty("status")] internal int Status { get; private set; } ...
jynew/jyx2/TapSdkFiles/TapTap/AntiAddiction/Script/Model/Verification.cs/0
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// // LoginModel.h // TapCommonSDK // // Created by Bottle K on 2021/6/21. // #import <Foundation/Foundation.h> NS_ASSUME_NONNULL_BEGIN //登录流程中触发的事件 FOUNDATION_EXPORT NSString *const LOGIN_ACTION_AUTHORIZE_START; FOUNDATION_EXPORT NSString *const LOGIN_ACTION_TAPTAP_AUTHORIZE_OPEN; FOUNDATION_EXPORT NSString *con...
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// // NSObject+TDSCoding.h // TDSCommon // // Created by Insomnia on 2020/10/20. // #import <Foundation/Foundation.h> NS_ASSUME_NONNULL_BEGIN @interface NSObject (TDSCoding) /** * 解码(从文件中解析对象) */ - (void)tds_decode:(NSCoder *)decoder; /** * 编码(将对象写入文件中) */ - (void)tds_encode:(NSCoder *)encoder; @end NS_ASS...
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// // TDSAccountNotification.h // TapBootstrapSDK // // Created by Bottle K on 2021/4/26. // #import <Foundation/Foundation.h> NS_ASSUME_NONNULL_BEGIN extern NSString *const TAP_LOGIN_SUCCESS_NOTIFICATION; extern NSString *const TAP_LOGIN_FAIL_NOTIFICATION; @interface TDSAccountNotification : NSObject @end NS_...
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// // EngineBridgeProxy.h // Bridge // // Created by xe on 2020/10/15. // Copyright © 2020 xe. All rights reserved. // #import <Foundation/Foundation.h> #import <TapCommonSDK/TDSBridgeCallback.h> #import <TapCommonSDK/TDSBridge.h> @interface TDSBridgeProxy : NSObject<TDSBridgeCallback> + (TDSBridgeProxy *)shareI...
jynew/jyx2/TapSdkFiles/TapTap/Common/Plugins/iOS/TapCommonSDK.framework/Headers/TDSBridgeProxy.h/0
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// // TDSCommonService.h // TDSCommon // // Created by TapTap-David on 2020/11/10. // #import <Foundation/Foundation.h> NS_ASSUME_NONNULL_BEGIN @interface TDSCommonService : NSObject + (void)initWithConfig:(NSString*)configJSON versionName:(NSString*)versionName; + (void)setXUA:(NSString*)json; + (void)getRegi...
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// // HttpDownloadBase.h // NativeApp // // Created by JiangJiahao on 2018/10/16. // Copyright © 2018 JiangJiahao. All rights reserved. // 下载基类 #import <Foundation/Foundation.h> typedef void(^downloadCallback)(BOOL success); NS_ASSUME_NONNULL_BEGIN @interface TDSHttpDownloadBase : NSObject /// 下载完成以后文件存储路径 + (...
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// // TDSLocalizeManager.h // TDSCommon // // Created by Bottle K on 2021/3/8. // #import <Foundation/Foundation.h> NS_ASSUME_NONNULL_BEGIN typedef NS_ENUM (NSInteger, TapLanguageType) { TapLanguageType_Auto = 0,// 自动 TapLanguageType_zh_Hans,// 简体中文 TapLanguageType_en,// 英文 TapLanguageType_zh_Hant...
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// // TDSNetClientConfig.h // TDSCommon // // Created by Insomnia on 2020/10/20. // #import <Foundation/Foundation.h> #import <TapCommonSDK/TDSCommonHeader.h> #import <TapCommonSDK/TDSAccount.h> NS_ASSUME_NONNULL_BEGIN @interface TDSNetConfigModel : NSObject /// 可扩展头 @property (nonatomic, copy, nullable) NSString...
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// // TDSRegionHelper.h // TDSCommon // // Created by TapTap-David on 2020/11/18. // #import <Foundation/Foundation.h> NS_ASSUME_NONNULL_BEGIN @interface TDSRegionHelper : NSObject + (void)getRegionCode:(void(^)(BOOL isMainland))complete; @end NS_ASSUME_NONNULL_END
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// // TDSUrlSafe.h // TapCommonSDK // // Created by 黄驿峰 on 2022/3/25. // #import <Foundation/Foundation.h> NS_ASSUME_NONNULL_BEGIN @interface TDSUrlSafe : NSObject // base64 url 编码 + (nullable NSString *)base64UrlEncoder:(NSData *)data; // base64 url 解码 + (nullable NSData *)base64UrlDecoder:(NSString *)str; @e...
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// // TapAuthAccessToken.h // TapCommonSDK // // Created by 黄驿峰 on 2022/1/26. // #import <Foundation/Foundation.h> NS_ASSUME_NONNULL_BEGIN /// TapTap authorization token @interface TapAuthAccessToken : NSObject /// A unique identifier @property (nonatomic, copy, nullable) NSString * kid; /// access token @prope...
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// // TapGameUtil.h // TDSCommon // // Created by Bottle K on 2021/2/2. // #import <Foundation/Foundation.h> NS_ASSUME_NONNULL_BEGIN @interface TapGameUtil : NSObject + (BOOL)isTapTapInstalled; + (BOOL)isTapGlobalInstalled; @end NS_ASSUME_NONNULL_END
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## TapTap.Login ## 使用前提 使用 TapTap.Login 前提是必须依赖以下库: * [TapTap.Common](https://github.com/TapTap/TapCommon-Unity.git) > 如果游戏需要支持 PC 平台 ,则参考[ PC配置文档 ](PC.md) ### 1.初始化 #### 如果配合 `TapBoostrap` 使用,则不需要调用初始化接口 ```c# TapLogin.Init(string clientID); ``` ### 2.唤起 TapTap 网页 或者 TapTap 客户端进行登陆 登陆成功之后,会返回 `AccessToken` `...
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{% metadata_file .yamato/test_versions.metafile %} --- {% for editor in test_editors %} test_linux_standalone_{{ editor.version }}_{{ editor.extra_test }}: name: Test Linux Standalone {{ editor.version }} {{ editor.extra_test }} agent: type: Unity::VM image: ml-agents/ml-agents-ubuntu-18.04:latest flavo...
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{ "m_SettingKeys": [ "VR Device Disabled", "VR Device User Alert" ], "m_SettingValues": [ "False", "False" ] }
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using System; using UnityEditor; using UnityEngine; using UnityEditor.Build.Reporting; namespace Unity.MLAgents { public class StandaloneBuildTest { const string k_OutputCommandLineFlag = "--mlagents-build-output-path"; const string k_SceneCommandLineFlag = "--mlagents-build-scene-path"; ...
ml-agents/Project/Assets/ML-Agents/Editor/Tests/StandaloneBuildTest.cs/0
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using System; using Unity.MLAgents.Actuators; using UnityEngine; namespace Unity.MLAgentsExamples { /// <summary> /// A simple example of a ActuatorComponent. /// This should be added to the same GameObject as the BasicController /// </summary> public class BasicActuatorComponent : ActuatorComponen...
ml-agents/Project/Assets/ML-Agents/Examples/Basic/Scripts/BasicActuatorComponent.cs/0
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using UnityEngine; using Unity.MLAgents; using Unity.MLAgents.Sensors; using Unity.MLAgents.Actuators; public class PushAgentEscape : Agent { public GameObject MyKey; //my key gameobject. will be enabled when key picked up. public bool IHaveAKey; //have i picked up a key private PushBlockSettings m_PushBl...
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//Put this script on your blue cube. using UnityEngine; using Unity.MLAgents; using Unity.MLAgents.Actuators; public class PushAgentCollab : Agent { private PushBlockSettings m_PushBlockSettings; private Rigidbody m_AgentRb; //cached on initialization protected override void Awake() { base.A...
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using UnityEngine; public class PyramidSwitch : MonoBehaviour { public Material onMaterial; public Material offMaterial; public GameObject myButton; bool m_State; GameObject m_Area; PyramidArea m_AreaComponent; int m_PyramidIndex; public bool GetState() { return m_State; ...
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//Put this script on your blue cube. using System.Collections; using UnityEngine; using Unity.MLAgents; using Unity.Sentis; using Unity.MLAgents.Actuators; using Unity.MLAgents.Sensors; using Unity.MLAgentsExamples; using Random = UnityEngine.Random; public class WallJumpAgent : Agent { // Depending on this value...
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<jupyter_start><jupyter_text>ML-Agents run with Stable Baselines 3 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): ret...
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#if MLA_INPUT_SYSTEM using Unity.MLAgents.Extensions.Input; using UnityEditor; namespace Unity.MLAgents.Extensions.Editor.Input { [CustomEditor(typeof(InputActuatorComponent))] internal class InputActuatorComponentEditor : UnityEditor.Editor { const string k_ActionSpecName = "m_ActionSpec"; ...
ml-agents/com.unity.ml-agents.extensions/Editor/Input/InputActuatorComponentEditor.cs/0
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using UnityEngine; using Unity.MLAgents.Sensors; namespace Unity.MLAgents.Extensions.Sensors { /// <summary> /// Grid-based sensor that counts the number of detctable objects. /// </summary> public class CountingGridSensor : GridSensorBase { /// <summary> /// Create a CountingGridSe...
ml-agents/com.unity.ml-agents.extensions/Runtime/Sensors/CountingGridSensor.cs/0
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{ "name": "Unity.ML-Agents.Extensions", "references": [ "Unity.Sentis", "Unity.ML-Agents", "Unity.ML-Agents.Extensions.Input" ] }
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using System.Runtime.CompilerServices; [assembly: InternalsVisibleTo("Unity.ML-Agents.Extensions.EditorTests")]
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# Changelog All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). ## [Unreleased] ### Major Changes #### com.unity.ml-agents / com.unity...
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using System; using System.Linq; using System.IO; using System.Runtime.CompilerServices; using UnityEngine; using UnityEditor; using UnityEngine.UIElements; [assembly: InternalsVisibleTo("Unity.ML-Agents.DevTests.Editor")] namespace Unity.MLAgents.Editor { internal class MLAgentsSettingsProvider : SettingsProvider...
ml-agents/com.unity.ml-agents/Editor/MLAgentsSettingsProvider.cs/0
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com.unity.ml-agents copyright © 2017 Unity Technologies Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed t...
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using Unity.Sentis; namespace Unity.MLAgents.Inference { internal static class TensorExtensions { // assumes NCHW (channel first) but might be NHWC public static int Batch(this Tensor tensor) { return tensor.shape.Batch(); } public static int Height(this Ten...
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using System; namespace Unity.MLAgents { internal class RecursionChecker : IDisposable { private bool m_IsRunning; private string m_MethodName; public RecursionChecker(string methodName) { m_MethodName = methodName; } public IDisposable Start() ...
ml-agents/com.unity.ml-agents/Runtime/RecursionChecker.cs/0
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namespace Unity.MLAgents.Sensors.Reflection { /// <summary> /// Sensor that wraps a float field or property of an object, and returns /// that as an observation. /// </summary> internal class FloatReflectionSensor : ReflectionSensorBase { public FloatReflectionSensor(ReflectionSensorInfo...
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using System; using UnityEngine; namespace Unity.MLAgents.Sensors { /// <summary> /// Sensor class that wraps a [RenderTexture](https://docs.unity3d.com/ScriptReference/RenderTexture.html) instance. /// </summary> public class RenderTextureSensor : ISensor, IBuiltInSensor, IDisposable { Ren...
ml-agents/com.unity.ml-agents/Runtime/Sensors/RenderTextureSensor.cs/0
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using System; using System.Collections.Generic; using System.Globalization; using System.Linq; using NUnit.Framework; using Unity.MLAgents.Actuators; using UnityEngine; using UnityEngine.TestTools; using Assert = UnityEngine.Assertions.Assert; namespace Unity.MLAgents.Tests.Actuators { [TestFixture] public cla...
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using System; using System.Linq; using NUnit.Framework; using UnityEngine; using UnityEditor; using Unity.Sentis; using Unity.MLAgents.Actuators; using Unity.MLAgents.Inference; using Unity.MLAgents.Policies; using System.Collections.Generic; namespace Unity.MLAgents.Tests { public class FloatThresholdComparer : I...
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using System; using NUnit.Framework; using Unity.MLAgents.Integrations.Match3; namespace Unity.MLAgents.Tests.Integrations.Match3 { public class MoveTests { [Test] public void TestMoveEquivalence() { var board10x10 = new BoardSize { Rows = 10, Columns = 10 }; var...
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