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void VertShader(inout appdata_full v, out Input data)
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using System;
using System.Collections.Generic;
using System.Text;
namespace UniRx
{
public interface ICancelable : IDisposable
{
bool IsDisposed { get; }
}
}
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using System;
namespace UniRx
{
/// <summary>
/// Notify value on setuped scheduler.
/// </summary>
public class ScheduledNotifier<T> : IObservable<T>, IProgress<T>
{
readonly IScheduler scheduler;
readonly Subject<T> trigger = new Subject<T>();
/// <summary>
/// U... | jynew/jyx2/Assets/Plugins/UniRx/Scripts/Notifiers/ScheduledNotifier.cs/0 | {
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using System;
using System.Collections.Generic;
using UniRx.Operators;
namespace UniRx
{
public static partial class Observable
{
/// <summary>
/// Create anonymous observable. Observer has exception durability. This is recommended for make operator and event like generator.
/// </sum... | jynew/jyx2/Assets/Plugins/UniRx/Scripts/Observable.Creation.cs/0 | {
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using System;
using System.Threading;
using UniRx.InternalUtil;
namespace UniRx
{
public static class Observer
{
internal static IObserver<T> CreateSubscribeObserver<T>(Action<T> onNext, Action<Exception> onError, Action onCompleted)
{
// need compare for avoid iOS AOT
... | jynew/jyx2/Assets/Plugins/UniRx/Scripts/Observer.cs/0 | {
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// this code is borrowed from RxOfficial(rx.codeplex.com) and modified
// Copyright (c) Microsoft Open Technologies, Inc. All rights reserved. See License.txt in the project root for license information.
using System.ComponentModel;
using System.Threading;
using UniRx.InternalUtil;
using UniRx;
using System;
using S... | jynew/jyx2/Assets/Plugins/UniRx/Scripts/Schedulers/CurrentThreadScheduler.cs/0 | {
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// defined from .NET Framework 4.5 and NETFX_CORE
#if !(NETFX_CORE || NET_4_6 || NET_STANDARD_2_0 || UNITY_WSA_10_0)
using System;
namespace UniRx
{
public interface IProgress<T>
{
void Report(T value);
}
public class Progress<T> : IProgress<T>
{
readonly Action<T> report;
... | jynew/jyx2/Assets/Plugins/UniRx/Scripts/System/IProgress.cs/0 | {
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using System;
using System.Collections;
using System.Threading;
using UnityEngine;
#if !UniRxLibrary
using ObservableUnity = UniRx.Observable;
#endif
namespace UniRx
{
public static partial class AsyncOperationExtensions
{
/// <summary>
/// If you needs return value, use AsAsyncOperationObser... | jynew/jyx2/Assets/Plugins/UniRx/Scripts/UnityEngineBridge/AsyncOperationExtensions.cs/0 | {
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using System;
using System.Collections;
using System.Threading;
namespace UniRx.Operators
{
internal class FromCoroutineObservable<T> : OperatorObservableBase<T>
{
readonly Func<IObserver<T>, CancellationToken, IEnumerator> coroutine;
public FromCoroutineObservable(Func<IObserver<T>, Cancella... | jynew/jyx2/Assets/Plugins/UniRx/Scripts/UnityEngineBridge/Operators/FromCoroutine.cs/0 | {
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using System;
using System.Collections.Generic;
using System.Threading;
#if CSHARP_7_OR_LATER || (UNITY_2018_3_OR_NEWER && (NET_STANDARD_2_0 || NET_4_6))
using System.Threading.Tasks;
using UniRx.InternalUtil;
#endif
namespace UniRx
{
public interface IReactiveCommand<T> : IObservable<T>
{
IReadOnlyRe... | jynew/jyx2/Assets/Plugins/UniRx/Scripts/UnityEngineBridge/ReactiveCommand.cs/0 | {
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// for uGUI(from 4.6)
#if !(UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5)
using System; // require keep for Windows Universal App
using UnityEngine;
using UnityEngine.EventSystems;
namespace UniRx.Triggers
{
[DisallowMultipleComponent]
public class ObservableCancelTrigger : Obse... | jynew/jyx2/Assets/Plugins/UniRx/Scripts/UnityEngineBridge/Triggers/ObservableCancelTrigger.cs/0 | {
"file_path": "jynew/jyx2/Assets/Plugins/UniRx/Scripts/UnityEngineBridge/Triggers/ObservableCancelTrigger.cs",
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using System; // require keep for Windows Universal App
using UnityEngine;
namespace UniRx.Triggers
{
[DisallowMultipleComponent]
public class ObservableEnableTrigger : ObservableTriggerBase
{
Subject<Unit> onEnable;
/// <summary>This function is called when the object becomes enabled and... | jynew/jyx2/Assets/Plugins/UniRx/Scripts/UnityEngineBridge/Triggers/ObservableEnableTrigger.cs/0 | {
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"repo_id": "jynew",
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// for uGUI(from 4.6)
#if !(UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5)
using System; // require keep for Windows Universal App
using UnityEngine;
using UnityEngine.EventSystems;
namespace UniRx.Triggers
{
[DisallowMultipleComponent]
public class ObservableMoveTrigger : Observ... | jynew/jyx2/Assets/Plugins/UniRx/Scripts/UnityEngineBridge/Triggers/ObservableMoveTrigger.cs/0 | {
"file_path": "jynew/jyx2/Assets/Plugins/UniRx/Scripts/UnityEngineBridge/Triggers/ObservableMoveTrigger.cs",
"repo_id": "jynew",
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// for uGUI(from 4.6)
#if !(UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5)
using System; // require keep for Windows Universal App
using UnityEngine;
using UnityEngine.EventSystems;
namespace UniRx.Triggers
{
[DisallowMultipleComponent]
public class ObservableScrollTrigger : Obse... | jynew/jyx2/Assets/Plugins/UniRx/Scripts/UnityEngineBridge/Triggers/ObservableScrollTrigger.cs/0 | {
"file_path": "jynew/jyx2/Assets/Plugins/UniRx/Scripts/UnityEngineBridge/Triggers/ObservableScrollTrigger.cs",
"repo_id": "jynew",
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using System; // require keep for Windows Universal App
using UnityEngine;
namespace UniRx.Triggers
{
// for GameObject
public static partial class ObservableTriggerExtensions
{
#region ObservableAnimatorTrigger
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using UnityEngine;
namespace UniRx
{
internal static class YieldInstructionCache
{
public static readonly WaitForEndOfFrame WaitForEndOfFrame = new WaitForEndOfFrame();
public static readonly WaitForFixedUpdate WaitForFixedUpdate = new WaitForFixedUpdate();
}
} | jynew/jyx2/Assets/Plugins/UniRx/Scripts/UnityEngineBridge/YieldInstructionCache.cs/0 | {
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#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member
using System;
using System.Runtime.CompilerServices;
namespace Cysharp.Threading.Tasks.Internal
{
internal static class Error
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void Throw... | jynew/jyx2/Assets/Plugins/UniTask/Runtime/Internal/Error.cs/0 | {
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine.Networking;
namespace Cysharp.Threading.Tasks.Internal
{
#if ENABLE_UNITYWEBREQUEST && (!UNITY_2019_1_OR_NEWER || UNITASK_WEBREQUEST_SUPPORT)
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using System.Threading;
namespace Cysharp.Threading.Tasks.Linq
{
public static partial class UniTaskAsyncEnumerable
{
public static IUniTaskAsyncEnumerable<AsyncUnit> EveryUpdate(PlayerLoopTiming updateTiming = PlayerLoopTiming.Update)
{
return new EveryUpdate(updateTiming);
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using System;
using System.Collections.Generic;
using Cysharp.Threading.Tasks.Internal;
namespace Cysharp.Threading.Tasks
{
/// <summary>
/// Lightweight IProgress[T] factory.
/// </summary>
public static class Progress
{
public static IProgress<T> Create<T>(Action<T> handler)
{
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g default
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using UnityEngine;
using UnityEditor;
using System.Collections;
//Disable Log warnings for assigned but not used variables
#pragma warning disable 0219
namespace TileWorld
{
public class TileWorldCreatorEditorPresetsWindow : EditorWindow
{
public static TileWorldCreatorEditorPresetsWindow window;
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/* TileWorldCreator
* ----------------------
* Border mask behaviour
* ----------------------
*
* returns only the border cells of a map
*
*/
using UnityEngine;
using System.Collections;
using TileWorld;
/* To create a mask behaviour we have to inherit from TileWorldCreator
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/* TILE WORLD CREATOR
* Copyright (c) 2015 doorfortyfour OG / developed by Marc Egli
*
* Create awesome tile worlds in seconds.
*
* Using:
* Drag this script on an empty gameobject and start creating.
* OR
* Drag the prefab called TileWorldCreator to an empty scene.
*
*
* Documentation: http://tileworldcre... | jynew/jyx2/Assets/Resources/TileWorldCreator/_Core/Scripts/TileWorldCreator.cs/0 | {
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%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
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using UnityEngine;
using System.Collections;
using TileWorld;
public class PlayerMovement : MonoBehaviour
{
public TileWorldCreator creator;
public float speed = 6f;
public bool randomMovement;
Vector3 movement;
Vector3 lastMovement;
Rigidbody playerRigidbody;
Plane planeGround = new Plane(Vecto... | jynew/jyx2/Assets/Resources/TileWorldCreator/_Demoscenes/Scripts/PlayerMovement.cs/0 | {
"file_path": "jynew/jyx2/Assets/Resources/TileWorldCreator/_Demoscenes/Scripts/PlayerMovement.cs",
"repo_id": "jynew",
"token_count": 1273
} | 1,597 |
/*
* Docstrap
*/
body {
padding-top: 50px;
font-family: 'Roboto Slab', 'Helvetica Neue', Helvetica, Arial, sans-serif;
}
.navbar-header {
float: none;
}
.navbar-header .navbar-text {
display: none;
}
.sidebar {
display: none;
}
@media (min-width: 768px) {
.sidebar {
position: fixed;
top: 51px;
bottom:... | jynew/jyx2/Assets/Resources/TileWorldCreator/_Documentation/Getting Started_files/docstrap.css/0 | {
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"repo_id": "jynew",
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/*
* 金庸群侠传3D重制版
* https://github.com/jynew/jynew
*
* 这是本开源项目文件头,所有代码均使用MIT协议。
* 但游戏内资源和第三方插件、dll等请仔细阅读LICENSE相关授权协议文档。
*
* 金庸老先生千古!
*/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Jyx2
{
public enum BattleBlockType
{
... | jynew/jyx2/Assets/Scripts/GameBattle/Battlebox/BattleboxShared.cs/0 | {
"file_path": "jynew/jyx2/Assets/Scripts/GameBattle/Battlebox/BattleboxShared.cs",
"repo_id": "jynew",
"token_count": 274
} | 1,601 |
/*
* 金庸群侠传3D重制版
* https://github.com/jynew/jynew
*
* 这是本开源项目文件头,所有代码均使用MIT协议。
* 但游戏内资源和第三方插件、dll等请仔细阅读LICENSE相关授权协议文档。
*
* 金庸老先生千古!
*/
using System;
using System.Collections;
using System.Collections.Generic;
using i18n.TranslatorDef;
using Jyx2;
using UnityEngine;
public enum Jyx2_MpType
{
Yin = 0, /... | jynew/jyx2/Assets/Scripts/GameCore/GameConst.cs/0 | {
"file_path": "jynew/jyx2/Assets/Scripts/GameCore/GameConst.cs",
"repo_id": "jynew",
"token_count": 5853
} | 1,602 |
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"repo_id": "jynew",
"token_count": 71
} | 1,603 |
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.UI;
namespace Jyx2.InputCore.UI
{
public class GameSettingInputContext : Jyx2Input_UIContext
{
[SerializeField]
[LabelText("选项卡切换后的默认UI选中对象")]
private GameObject[] m_TabDefaultSelectObjects;
[SerializeField]
... | jynew/jyx2/Assets/Scripts/GameCore/InputLogics/Core/Context/UI/GameSetting/GameSettingInputContext.cs/0 | {
"file_path": "jynew/jyx2/Assets/Scripts/GameCore/InputLogics/Core/Context/UI/GameSetting/GameSettingInputContext.cs",
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"repo_id": "jynew",
"token_count": 91
} | 1,605 |
using UnityEngine;
namespace Jyx2.InputCore.UI
{
public class SystemUIPanelInputContext : Jyx2Input_UIContext
{
public override void OnUpdate()
{
if (Jyx2_Input.GetButtonDown(Jyx2PlayerAction.UIClose))
{
Jyx2_UIManager.Instance.HideUI(nameof(SystemUIPan... | jynew/jyx2/Assets/Scripts/GameCore/InputLogics/Core/Context/UI/System/SystemUIPanelInputContext.cs/0 | {
"file_path": "jynew/jyx2/Assets/Scripts/GameCore/InputLogics/Core/Context/UI/System/SystemUIPanelInputContext.cs",
"repo_id": "jynew",
"token_count": 189
} | 1,606 |
using Jyx2.InputCore;
using Jyx2.MOD;
using System;
using UnityEngine;
using UnityEngine.EventSystems;
namespace Jyx2.UINavigation
{
public class NavigateFocus : MonoBehaviour, ISelectHandler
{
public void OnSelect(BaseEventData eventData)
{
#if UNITY_ANDROID || UNITY_IPHONE
return... | jynew/jyx2/Assets/Scripts/GameCore/InputLogics/UINavigation/NavigateFocus.cs/0 | {
"file_path": "jynew/jyx2/Assets/Scripts/GameCore/InputLogics/UINavigation/NavigateFocus.cs",
"repo_id": "jynew",
"token_count": 235
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/*
* 金庸群侠传3D重制版
* https://github.com/jynew/jynew
*
* 这是本开源项目文件头,所有代码均使用MIT协议。
* 但游戏内资源和第三方插件、dll等请仔细阅读LICENSE相关授权协议文档。
*
* 金庸老先生千古!
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class CameraDepth : MonoBehaviour
{
// Use this for initialization... | jynew/jyx2/Assets/Scripts/GameMaps/CameraControls/CameraDepth.cs/0 | {
"file_path": "jynew/jyx2/Assets/Scripts/GameMaps/CameraControls/CameraDepth.cs",
"repo_id": "jynew",
"token_count": 276
} | 1,608 |
/*
* 金庸群侠传3D重制版
* https://github.com/jynew/jynew
*
* 这是本开源项目文件头,所有代码均使用MIT协议。
* 但游戏内资源和第三方插件、dll等请仔细阅读LICENSE相关授权协议文档。
*
* 金庸老先生千古!
*/
using Jyx2;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class Jyx2Boat : MonoBeh... | jynew/jyx2/Assets/Scripts/GameMaps/Jyx2Boat.cs/0 | {
"file_path": "jynew/jyx2/Assets/Scripts/GameMaps/Jyx2Boat.cs",
"repo_id": "jynew",
"token_count": 1035
} | 1,609 |
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