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using System.Threading; namespace Cysharp.Threading.Tasks.Linq { public static partial class UniTaskAsyncEnumerable { public static IUniTaskAsyncEnumerable<T> Empty<T>() { return Cysharp.Threading.Tasks.Linq.Empty<T>.Instance; } } internal class Empty<T> : IUniTask...
jynew/jyx2/Assets/Plugins/UniTask/Runtime/Linq/Empty.cs/0
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using Cysharp.Threading.Tasks.Internal; using System; using System.Threading; namespace Cysharp.Threading.Tasks.Linq { public static partial class UniTaskAsyncEnumerable { public static UniTask<TSource> LastAsync<TSource>(this IUniTaskAsyncEnumerable<TSource> source, CancellationToken cancellationToke...
jynew/jyx2/Assets/Plugins/UniTask/Runtime/Linq/Last.cs/0
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using Cysharp.Threading.Tasks.Internal; using System; using System.Threading; namespace Cysharp.Threading.Tasks.Linq { public static partial class UniTaskAsyncEnumerable { public static IUniTaskAsyncEnumerable<(TSource, TSource)> Pairwise<TSource>(this IUniTaskAsyncEnumerable<TSource> source) ...
jynew/jyx2/Assets/Plugins/UniTask/Runtime/Linq/Pairwise.cs/0
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using Cysharp.Threading.Tasks.Internal; using System; using System.Threading; namespace Cysharp.Threading.Tasks.Linq { public static partial class UniTaskAsyncEnumerable { public static IUniTaskAsyncEnumerable<TResult> SelectMany<TSource, TResult>(this IUniTaskAsyncEnumerable<TSource> source, Func<TS...
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using Cysharp.Threading.Tasks.Internal; using System; using System.Threading; using Subscribes = Cysharp.Threading.Tasks.Linq.Subscribe; namespace Cysharp.Threading.Tasks.Linq { public static partial class UniTaskAsyncEnumerable { // OnNext public static IDisposable Subscribe<TSource>(this IU...
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using Cysharp.Threading.Tasks.Internal; using System; using System.Collections.Generic; using System.Threading; namespace Cysharp.Threading.Tasks.Linq { public static partial class UniTaskAsyncEnumerable { public static UniTask<TSource[]> ToArrayAsync<TSource>(this IUniTaskAsyncEnumerable<TSource> sou...
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using Cysharp.Threading.Tasks.Internal; using System.Collections.Generic; namespace Cysharp.Threading.Tasks.Linq { public static partial class UniTaskAsyncEnumerable { public static IUniTaskAsyncEnumerable<TSource> Union<TSource>(this IUniTaskAsyncEnumerable<TSource> first, IUniTaskAsyncEnumerable<TSo...
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#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member using UnityEngine; namespace Cysharp.Threading.Tasks.Triggers { public static partial class AsyncTriggerExtensions { public static AsyncStartTrigger GetAsyncStartTrigger(this GameObject gameObject) { ...
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#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member using System; using System.Runtime.CompilerServices; using System.Threading; using System.Threading.Tasks; using Cysharp.Threading.Tasks.Internal; namespace Cysharp.Threading.Tasks { public partial struct UniTask { #if ...
jynew/jyx2/Assets/Plugins/UniTask/Runtime/UniTask.Threading.cs/0
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#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member using System; using System.Collections.Generic; using System.Diagnostics; using System.Runtime.CompilerServices; using System.Runtime.ExceptionServices; using System.Runtime.InteropServices; using System.Threading; using Cysharp...
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 #pragma warning disable CS1591 // Missing XML comment for publicly visible type or member using System; using System.Threading; using UnityEngine.Rendering; namespace Cysharp.Threading.Tasks { public static partial class UnityAsyncExtensions { #region AsyncGPUReadbackRequest public static U...
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{ "name": "com.cysharp.unitask", "displayName": "UniTask", "version": "2.2.5", "unity": "2018.4", "description": "Provides an efficient async/await integration to Unity.", "keywords": [ "async/await", "async", "Task", "UniTask" ], "license": "MIT", "category": "Task", "dependencies":...
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/* TILEWORLDCREATOR IAlgorithm * Copyright (c) 2015 doorfortyfour OG / developed by Marc Egli * * Implement IAlgorithm to your own algorithm * For more info about how to implement your own algorithm refer to * the documentation. */ using UnityEngine; using System.Collections; namespace TileWorld { public i...
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/* TileWorldEvents See the runtime demo scene to know how to use them OnBuildComplete -> Gets called after building a map is complete OnScatterProceduralComplete -> Gets called after instantiating all procedural objects OnScatterPositionBasedComplete -> Gets called after instantiating al...
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/* TILE WORLD CREATOR * Copyright (c) 2015 doorfortyfour OG * * search for available TileWorldCreator Algorithm * by getting all classes which inherits from TileWorldAlgorithms * * */ using UnityEngine; using System.Collections; using System.Collections.Generic; using System.Reflection; using System.Linq; us...
jynew/jyx2/Assets/Resources/TileWorldCreator/_Core/Utility/TileWorldAlgorithmLookup.cs/0
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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; using ch.sycoforge.Decal; namespace Jyx2.Battle { public class BattleGridsCell : MonoBehaviou...
jynew/jyx2/Assets/Scripts/GameBattle/BattleGridsCell.cs/0
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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 Jyx2; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Jyx2.Middleware; using Random = UnityEngin...
jynew/jyx2/Assets/Scripts/GameBattle/SkillCastInstance.cs/0
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using UnityEngine; namespace Jyx2.InputCore.UI { public class CommonNoticeInputContext : Jyx2Input_UIContext { private CommonNoticePanel m_NoticePanel; private void Awake() { m_NoticePanel = GetComponent<CommonNoticePanel>(); } public override void OnUpdat...
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using UnityEngine; namespace Jyx2.InputCore.UI { public class MainMenuInputContext : Jyx2Input_UIContext { public override void OnUpdate() { if(NoValidSelect) { TrySelectMyUIObject(); } } } }
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using UnityEngine; namespace Jyx2.InputCore.UI { public class ShopUIInputContext : Jyx2Input_UIContext { private ShopUIPanel m_ShopUI; private void Awake() { m_ShopUI = GetComponent<ShopUIPanel>(); } public override void OnUpdate() { if...
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using System; using System.Collections; using System.Collections.Generic; using i18n.TranslatorDef; using Jyx2; using UnityEngine; public class BigMapLocationNameDrawer : MonoBehaviour { public GameObject m_NameTextPrefab; public int m_PositionSize = 6; public int m_LocalScaleSize = 3; private readonl...
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 using System; using System.Collections.Generic; using System.IO; using Cysharp.Threading.Tasks; using Sirenix.Utilities; using UnityEditor; using UnityEngine; using UnityEngine.Networking; using Tools = Jyx2.Middleware.Tools; namespace Jyx2.MOD.ModV2 { /// <summary> /// 游戏原生MOD /// /// 来自StreamingAss...
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using System; using System.Collections; using System.Collections.Generic; using System.IO; using Cysharp.Threading.Tasks; using Jyx2.MOD.ModV2; #if UNITY_EDITOR using UnityEditor; using UnityEditor.SceneManagement; #endif using UnityEngine; using UnityEngine.SceneManagement; using Object = UnityEngine.Object; namespa...
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using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading; using System.Threading.Tasks; using UnityEngine; [Obsolete("使用Rewired代替,参加Jyx2_Input.cs")] public class GamepadHelper { public const string CONFIRM_BUTTON = "JFire2"; public const string CANCEL_BUTTON = "JF...
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namespace UnityEngine.UI.Extensions { [AddComponentMenu("UI/Extensions/Primitives/UI Polygon")] public class UIPolygon : UIPrimitiveBase { public bool fill = true; public float thickness = 5; [Range(3, 360)] public int sides = 3; [Range(0,...
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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; using UnityEngine.UI; public class DebugInfoManager : MonoBehaviour { public static void Ini...
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using Jyx2.ResourceManagement; using System; using System.Collections.Generic; using UnityEngine; namespace Jyx2.Util { public interface IDataContainer<T> { void SetData(T data); } public static class MonoUtil { #region 加载列表项 //很多加载列表项的逻辑完全可以通用出来 public static ...
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