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using UnityEngine; public class SmoothFollow : MonoBehaviour { public bool shouldRotate = true; // The target we are following [SerializeField] private Transform target; private float wantedRotationAngle; private float currentRotationAngle; private Quaternion currentRotation; private V...
AirSim/Unity/UnityDemo/Assets/AirSimAssets/Scripts/SmoothFollow.cs/0
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AirSim/Unity/UnityDemo/Assets/AirSimAssets/Scripts/Utilities/DataRecorder.cs.meta/0
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using System; using AirSimUnity.DroneStructs; using System.Collections.Generic; using System.Linq; using System.Threading; using UnityEditor; using UnityEngine; namespace AirSimUnity { /* * The base class for all the vehicle models in the simulation. Holds the data to communicate between AirLib and Unity. ...
AirSim/Unity/UnityDemo/Assets/AirSimAssets/Scripts/Vehicles/Vehicle.cs/0
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AirSim/Unity/UnityDemo/Assets/AirSimAssets/Weather/UI/WeatherHUD.prefab/0
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@echo off REM //---------- copy binaries and include for MavLinkCom in deps ---------- msbuild AirLibWrapper\AirsimWrapper.sln /target:Clean /target:Build /property:Configuration=Release /property:Platform=x64 if ERRORLEVEL 1 goto :buildfailed if NOT EXIST UnityDemo\Assets\Plugins mkdir UnityDemo\Assets\Plugins copy ...
AirSim/Unity/build.cmd/0
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#! /bin/bash # get path of current script: https://stackoverflow.com/a/39340259/207661 SCRIPT_DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )" pushd "$SCRIPT_DIR" >/dev/null set -e set -x rsync -a --exclude 'temp' --delete Plugins/AirSim ../../Plugins/ rsync -a --exclude 'temp' --delete Plugins/AirSim/Sour...
AirSim/Unreal/Environments/Blocks/update_to_git.sh/0
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#pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "GameFramework/PlayerInput.h" #include "ManualPoseController.generated.h" UCLASS() class AIRSIM_API UManualPoseController : public UObject { GENERATED_BODY() public: void initializeForPlay(); void setActor(AActor* actor); ...
AirSim/Unreal/Plugins/AirSim/Source/ManualPoseController.h/0
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#pragma once #include "CoreMinimal.h" #include "Engine/TextureRenderTarget2D.h" #include "common/WorkerThread.hpp" #include "Components/SceneCaptureComponent2D.h" #include "Engine/GameViewportClient.h" #include <memory> #include "common/Common.hpp" class RenderRequest : public FRenderCommand { public: struct Rend...
AirSim/Unreal/Plugins/AirSim/Source/RenderRequest.h/0
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#include "UnrealImageCapture.h" #include "Engine/World.h" #include "ImageUtils.h" #include "RenderRequest.h" #include "common/ClockFactory.hpp" UnrealImageCapture::UnrealImageCapture(const common_utils::UniqueValueMap<std::string, APIPCamera*>* cameras) : cameras_(cameras) { //TODO: explore screenshot option ...
AirSim/Unreal/Plugins/AirSim/Source/UnrealImageCapture.cpp/0
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. #include "CarWheelRear.h" #include "TireConfig.h" #include "UObject/ConstructorHelpers.h" UCarWheelRear::UCarWheelRear() { ShapeRadius = 18.f; ShapeWidth = 15.0f; bAffectedByHandbrake = true; SteerAngle = 0.f; // Setup suspension forces...
AirSim/Unreal/Plugins/AirSim/Source/Vehicles/Car/CarWheelRear.cpp/0
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// Fill out your copyright notice in the Description page of Project Settings. #include "WeatherLib.h" #include "Materials/MaterialParameterCollection.h" #include "Runtime/Engine/Classes/Kismet/GameplayStatics.h" #include "Blueprint/UserWidget.h" #include "Blueprint/WidgetBlueprintLibrary.h" AExponentialHeightFog* UWe...
AirSim/Unreal/Plugins/AirSim/Source/Weather/WeatherLib.cpp/0
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#!/bin/bash AIRSIM_EXECUTABLE=/home/airsim_user/Blocks/Blocks.sh echo Starting AirSim binary... $AIRSIM_EXECUTABLE & echo Waiting 10 seconds before starting app... sleep 10 echo Starting Python app python3.6 /home/airsim_user/app/multirotor.py
AirSim/azure/docker/docker-entrypoint.sh/0
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# Contributing ## Quick Start - Please read our [short and sweet coding guidelines](coding_guidelines.md). - For big changes such as adding new feature or refactoring, [file an issue first](https://github.com/Microsoft/AirSim/issues). - Use our [recommended development workflow](dev_workflow.md) to make changes and te...
AirSim/docs/CONTRIBUTING.md/0
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# Code Structure ## AirLib Majority of the code is located in AirLib. This is a self-contained library that you should be able to compile with any C++11 compiler. AirLib consists of the following components: 1. [*Physics engine:*](https://github.com/microsoft/AirSim/tree/main/AirLib/include/physics) This is header-...
AirSim/docs/code_structure.md/0
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# Image APIs Please read [general API doc](apis.md) first if you are not familiar with AirSim APIs. ## Getting a Single Image Here's a sample code to get a single image from camera named "0". The returned value is bytes of png format image. To get uncompressed and other format as well as available cameras please see...
AirSim/docs/image_apis.md/0
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# Welcome to MavLinkMoCap This folder contains the MavLinkMoCap library which connects to a OptiTrack camera system for accurate indoor location. ## Dependencies: * [OptiTrack Motive](http://www.optitrack.com/products/motive/). * [MavLinkCom](mavlinkcom.md). ### Setup RigidBody First you need to define a RigidBody ...
AirSim/docs/mavlinkcom_mocap.md/0
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# Sensors in AirSim AirSim currently supports the following sensors. Each sensor is associated with a integer enum specifying its sensor type. * Camera * Barometer = 1 * Imu = 2 * Gps = 3 * Magnetometer = 4 * Distance Sensor = 5 * Lidar = 6 **Note** : Cameras are configured differently than the other sensors and do...
AirSim/docs/sensors.md/0
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# XBox Controller To use an XBox controller with AirSim follow these steps: 1. Connect XBox controller so it shows up in your PC Game Controllers: ![Gamecontrollers](images/game_controllers.png) 2. Launch QGroundControl and you should see a new Joystick tab under settings: ![Gamecontrollers](images/qgc_joystick.pn...
AirSim/docs/xbox_controller.md/0
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<launch> <!-- AirSim ROS Wrapper --> <include file="$(find airsim_ros_pkgs)/launch/airsim_node.launch"/> <!-- Vehicle Dynamic Constraints --> <include file="$(find airsim_ros_pkgs)/launch/dynamic_constraints.launch"/> <!-- Simple PID Position Controller --> <include file="$(find airsim_ros_pkgs)/launch/position_co...
AirSim/ros/src/airsim_ros_pkgs/launch/airsim_with_simple_PD_position_controller.launch/0
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#!/usr/bin/env python #capture joystick events using ROS and convert to AirSim Car API commands #to enable: # rosrun joy joy_node import rospy import threading import sensor_msgs import sensor_msgs.msg import airsim_ros_pkgs as air import airsim_ros_pkgs.msg class CarCommandTranslator(object): def __init__(self)...
AirSim/ros/src/airsim_ros_pkgs/scripts/car_joy.py/0
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<launch> <!-- docs: https://wiki.ros.org/nodelet/Tutorials/Running%20a%20nodelet --> <!-- docs: http://wiki.ros.org/depth_image_proc --> <!-- docs: https://wiki.ros.org/openni_launch --> <!-- docs: https://gist.github.com/bhaskara/2400165 --> <!-- Nodelet manager --> <node pkg="nodelet" type="nodelet" args="man...
AirSim/ros/src/airsim_tutorial_pkgs/launch/front_stereo_and_center_mono/depth_to_pointcloud.launch/0
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std_msgs/Header header string camera_name string vehicle_name float64 roll float64 pitch float64 yaw
AirSim/ros2/src/airsim_interfaces/msg/GimbalAngleEulerCmd.msg/0
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// full credits to https://github.com/ethz-asl/geodetic_utils // todo add as external lib #ifndef GEODETIC_CONVERTER_H_ #define GEODETIC_CONVERTER_H_ #include "math.h" #include <Eigen/Dense> namespace geodetic_converter { // Geodetic system parameters static double kSemimajorAxis = 6378137; static double kSemiminorAx...
AirSim/ros2/src/airsim_ros_pkgs/include/geodetic_conv.hpp/0
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#include "pd_position_controller_simple.h" using namespace std::placeholders; bool PIDParams::load_from_rosparams(const std::shared_ptr<rclcpp::Node> nh) { bool found = true; found = found && nh->get_parameter("kp_x", kp_x); found = found && nh->get_parameter("kp_y", kp_y); found = found && nh->get_pa...
AirSim/ros2/src/airsim_ros_pkgs/src/pd_position_controller_simple.cpp/0
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// OutBuffer.cs namespace SevenZip.Buffer { public class OutBuffer { byte[] m_Buffer; uint m_Pos; uint m_BufferSize; System.IO.Stream m_Stream; ulong m_ProcessedSize; public OutBuffer(uint bufferSize) { m_Buffer = new byte[bufferSize]; m_BufferSize = bufferSize; } public void SetStream(Syst...
AssetStudio/AssetStudio/7zip/Common/OutBuffer.cs/0
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/* Copyright 2015 Google Inc. All Rights Reserved. Distributed under MIT license. See file LICENSE for detail or copy at https://opensource.org/licenses/MIT */ namespace Org.Brotli.Dec { /// <summary> /// <see cref="System.IO.Stream"/> /// decorator that decompresses brotli data. /// <p> Not thread-safe. /// </su...
AssetStudio/AssetStudio/Brotli/BrotliInputStream.cs/0
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using K4os.Compression.LZ4; using System; using System.IO; using System.Linq; namespace AssetStudio { [Flags] public enum ArchiveFlags { CompressionTypeMask = 0x3f, BlocksAndDirectoryInfoCombined = 0x40, BlocksInfoAtTheEnd = 0x80, OldWebPluginCompatibility = 0x100, ...
AssetStudio/AssetStudio/BundleFile.cs/0
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using System.Collections.Generic; namespace AssetStudio { public class UnityTexEnv { public PPtr<Texture> m_Texture; public Vector2 m_Scale; public Vector2 m_Offset; public UnityTexEnv(ObjectReader reader) { m_Texture = new PPtr<Texture>(reader); ...
AssetStudio/AssetStudio/Classes/Material.cs/0
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using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace AssetStudio { public sealed class SkinnedMeshRenderer : Renderer { public PPtr<Mesh> m_Mesh; public PPtr<Transform>[] m_Bones; public float[] m_BlendShapeWeights; public SkinnedMesh...
AssetStudio/AssetStudio/Classes/SkinnedMeshRenderer.cs/0
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using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace AssetStudio { public enum FileType { AssetsFile, BundleFile, WebFile, ResourceFile, GZipFile, BrotliFile, ZipFile } }
AssetStudio/AssetStudio/FileType.cs/0
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using System; namespace AssetStudio { public static class Progress { public static IProgress<int> Default = new Progress<int>(); private static int preValue; public static void Reset() { preValue = 0; Default.Report(0); } public static ...
AssetStudio/AssetStudio/Progress.cs/0
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#pragma once #include "dllexport.h" #include "bool32_t.h" namespace fbxsdk { class FbxNode; class FbxFileTexture; template<typename T, const int Alignment = 16> class FbxArray; class FbxCluster; class FbxMesh; class FbxSurfacePhong; } struct AsFbxContext; struct AsFbxSkinContext; struct AsFbxAnimContext; stru...
AssetStudio/AssetStudioFBXNative/api.h/0
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using System.Runtime.InteropServices; using AssetStudio.FbxInterop; namespace AssetStudio { partial class Fbx { [DllImport(FbxDll.DllName, CallingConvention = CallingConvention.Winapi)] private static extern void AsUtilQuaternionToEuler(float qx, float qy, float qz, float qw, out float vx, ou...
AssetStudio/AssetStudioFBXWrapper/Fbx.PInvoke.cs/0
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namespace AssetStudioGUI { partial class ExportOptions { /// <summary> /// Required designer variable. /// </summary> private System.ComponentModel.IContainer components = null; /// <summary> /// Clean up any resources being used. /// </summary> ...
AssetStudio/AssetStudioGUI/ExportOptions.Designer.cs/0
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using Mono.Cecil; using System.Collections.Generic; using System.IO; namespace AssetStudio { public class AssemblyLoader { public bool Loaded; private Dictionary<string, ModuleDefinition> moduleDic = new Dictionary<string, ModuleDefinition>(); public void Load(string path) { ...
AssetStudio/AssetStudioUtility/AssemblyLoader.cs/0
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using Mono.Cecil; using System; using System.Collections.Generic; using System.Linq; using Unity.CecilTools; using Unity.SerializationLogic; namespace AssetStudio { public class TypeDefinitionConverter { private readonly TypeDefinition TypeDef; private readonly TypeResolver TypeResolver; ...
AssetStudio/AssetStudioUtility/TypeDefinitionConverter.cs/0
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#include "bcn.h" #include "atc.h" #include "color.h" #include <algorithm> static uint8_t expand_quantized(uint8_t v, int bits) { v = v << (8 - bits); return v | (v >> bits); } void decode_atc_block(const uint8_t* _src, uint32_t* _dst) { uint8_t colors[4 * 4]; uint32_t c0 = _src[0] | (_src[1] << 8); uint32_t c1 ...
AssetStudio/Texture2DDecoderNative/atc.cpp/0
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# Better Coroutine The above article talks about how a string of callbacks is a concurrent process, and obviously writing code this way, adding logic and inserting logic is very error prone. We need to use asynchronous syntax to change the form of this asynchronous callback to a synchronous form, fortunately C# has bee...
ET/Book/2.2Better Coroutine.md/0
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Similar to world of warcraft, moba such skills are extremely complex, flexibility requires a very high skill system, must need a set of its flexible numerical structure to match. Numerical structure is well designed, the realization of the skill system will be very simple, otherwise it is a disaster. For example, in Wo...
ET/Book/5.6Numerical component design.md/0
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using System; using System.Collections.Generic; using System.IO; namespace ET { [Invoke] public class GetAllConfigBytes: AInvokeHandler<ConfigLoader.GetAllConfigBytes, ETTask<Dictionary<Type, byte[]>>> { public override async ETTask<Dictionary<Type, byte[]>> Handle(ConfigLoader.GetAllConfigBytes ar...
ET/DotNet/Loader/ConfigLoaderInvoker.cs/0
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using System.Collections.Immutable; using Microsoft.CodeAnalysis; using Microsoft.CodeAnalysis.CSharp; using Microsoft.CodeAnalysis.CSharp.Syntax; using Microsoft.CodeAnalysis.Diagnostics; namespace ET.Analyzer { [DiagnosticAnalyzer(LanguageNames.CSharp)] public class ClientClassInServerAnalyzer : DiagnosticA...
ET/Share/Analyzer/Analyzer/ClientClassInServerAnalyzer.cs/0
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using System; using System.Collections.Generic; using System.Collections.Immutable; using Microsoft.CodeAnalysis; using Microsoft.CodeAnalysis.Diagnostics; namespace ET.Analyzer { [DiagnosticAnalyzer(LanguageNames.CSharp)] public class UniqueIdAnalyzer : DiagnosticAnalyzer { public override Immuta...
ET/Share/Analyzer/Analyzer/UniqueIdAnalyzer.cs/0
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#include "InvokeHelper.h" #include "DetourNavMesh.h" #include "DetourNavMeshQuery.h" #include <cstring> #include <unordered_map> #include "DetourCommon.h" static const int NAVMESHSET_MAGIC = 'M' << 24 | 'S' << 16 | 'E' << 8 | 'T'; //'MSET'; static const int NAVMESHSET_VERSION = 1; struct NavMeshSetHeader { int magic...
ET/Share/Libs/RecastDll/Source/InvokeHelper.cpp/0
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using System; using System.Collections.Generic; namespace ET.Generator { public class AttributeTemplate { private Dictionary<string, string> templates = new Dictionary<string, string>(); public AttributeTemplate() { this.templates.Add("EntitySystem", $$""...
ET/Share/Share.SourceGenerator/Generator/ETSystemGenerator/AttributeTemplate.cs/0
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(add-to-list 'load-path "~/.emacs.d/el-get/el-get") (unless (require 'el-get nil t) (url-retrieve "https://raw.github.com/dimitri/el-get/master/el-get-install.el" (lambda (s) (goto-char (point-max)) (eval-print-last-sexp)))) (el-get 'sync) (setq make-backup-files nil) (global-set-key [f5] 'revert-b...
ET/Tools/Config/.emacs/0
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fileFormatVersion: 2 guid: dfc15c633f0d98141920018f79a042a6 timeCreated: 18446744011573954816 ModelImporter: serializedVersion: 21 fileIDToRecycleName: 100000: Bip001 100002: Bip001 Footsteps 100004: Bip001 Head 100006: Bip001 L Calf 100008: Bip001 L Clavicle 100010: Bip001 L Finger0 100...
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using System; using System.Collections.Generic; namespace ET { [Code] public class EntitySystemSingleton: Singleton<EntitySystemSingleton>, ISingletonAwake { public TypeSystems TypeSystems { get; private set; } public void Awake() { this.TypeSystems = new TypeSy...
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namespace ET { public interface ISerializeToEntity { } }
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namespace ET { public static class ETCancelationTokenHelper { public static async ETTask CancelAfter(this ETCancellationToken self, Fiber fiber, long afterTimeCancel) { if (self.IsCancel()) { return; } await fiber.Root.GetComponent...
ET/Unity/Assets/Scripts/Core/Helper/ETCancelationTokenHelper.cs/0
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using System; using System.Text; namespace ET { public static class StringHashHelper { // bkdr hash public static long GetLongHashCode(this string str) { const uint seed = 1313; // 31 131 1313 13131 131313 etc.. ulong hash = 0; for (int i...
ET/Unity/Assets/Scripts/Core/Helper/StringHashHelper.cs/0
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ET/Unity/Assets/Scripts/Core/MultiDictionary.cs.meta/0
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namespace ET { public interface ILocationMessage: ILocationRequest { } public interface ILocationRequest: IRequest { } public interface ILocationResponse: IResponse { } }
ET/Unity/Assets/Scripts/Core/Network/ILocationMessage.cs/0
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namespace ET { public static class OpcodeRangeDefine { public const ushort OuterMinOpcode = 10001; public const ushort OuterMaxOpcode = 20000; // 20001-30000 内网pb public const ushort InnerMinOpcode = 20001; public const ushort InnerMaxOpcode = 40000; pu...
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using System; using System.Collections.Generic; using System.IO; using System.Net; using System.Net.WebSockets; using System.Threading; using System.Threading.Tasks; namespace ET { public class WChannel: AChannel { public HttpListenerWebSocketContext WebSocketContext { get; } private readonly ...
ET/Unity/Assets/Scripts/Core/Network/WChannel.cs/0
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using System.Collections.Generic; namespace ET { public class UnOrderMultiMapSet<T, K>: Dictionary<T, HashSet<K>> { // 重用HashSet public new HashSet<K> this[T t] { get { HashSet<K> set; if (!this.TryGetValue(t, out set)) ...
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using System; using System.Collections.Generic; namespace ET { public class TypeSystems { public class OneTypeSystems { public OneTypeSystems(int count) { this.QueueFlag = new bool[count]; } public readonly UnOrderMult...
ET/Unity/Assets/Scripts/Core/World/Module/EventSystem/TypeSystems.cs/0
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using System; using System.Runtime.InteropServices; using System.Threading; namespace ET { [StructLayout(LayoutKind.Sequential, Pack = 1)] public struct IdStruct { public short Process; // 14bit public uint Time; // 30bit public uint Value; // 20bit public long ToLon...
ET/Unity/Assets/Scripts/Core/World/Module/IdGenerater/IdGenerater.cs/0
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ET/Unity/Assets/Scripts/Editor/AssetPostProcessor/OnGenerateCSProjectProcessor.cs.meta/0
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using System; using UnityEditor; using UnityEngine; namespace ET { [TypeDrawer] public class BoundsTypeDrawer: ITypeDrawer { public bool HandlesType(Type type) { return type == typeof (Bounds); } public object DrawAndGetNewValue(Type memberType, string memberNam...
ET/Unity/Assets/Scripts/Editor/ComponentViewEditor/TypeDrawer/BoundsTypeDrawer.cs/0
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using System; using Unity.Mathematics; using UnityEditor; using UnityEngine; namespace ET { [TypeDrawer] public class Float2TypeDrawer: ITypeDrawer { public bool HandlesType(Type type) { return type == typeof (float2); } public object DrawAndGetNewValue(Type mem...
ET/Unity/Assets/Scripts/Editor/ComponentViewEditor/TypeDrawer/Float2TypeDrawer.cs/0
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118
using System; using UnityEditor; using UnityEngine; namespace ET { [TypeDrawer] public class RectTypeDrawer: ITypeDrawer { public bool HandlesType(Type type) { return type == typeof (Rect); } public object DrawAndGetNewValue(Type memberType, string memberName, o...
ET/Unity/Assets/Scripts/Editor/ComponentViewEditor/TypeDrawer/RectTypeDrawer.cs/0
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ET/Unity/Assets/Scripts/Editor/GlobalConfigEditor/GlobalConfigEditor.cs.meta/0
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namespace ET { public static class ToolsEditor { public static void ExcelExporter() { #if UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX const string tools = "./Tool"; #else const string tools = ".\\Tool.exe"; #endif ShellHelper.Run($"{tools} --AppType=ExcelExporter ...
ET/Unity/Assets/Scripts/Editor/ToolEditor/ToolsEditor.cs/0
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ET/Unity/Assets/Scripts/Hotfix/Client/Demo/Main/ClientSenderComponentSystem.cs.meta/0
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namespace ET.Client { [MessageHandler(SceneType.Demo)] public class M2C_StartSceneChangeHandler : MessageHandler<Scene, M2C_StartSceneChange> { protected override async ETTask Run(Scene root, M2C_StartSceneChange message) { await SceneChangeHelper.SceneChangeTo(root, message.SceneName, message.SceneInstanceI...
ET/Unity/Assets/Scripts/Hotfix/Client/Demo/Main/Scene/M2C_StartSceneChangeHandler.cs/0
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namespace ET.Client { [MessageHandler(SceneType.NetClient)] public class A2NetClient_MessageHandler: MessageHandler<Scene, A2NetClient_Message> { protected override async ETTask Run(Scene root, A2NetClient_Message message) { root.GetComponent<SessionComponent>().Session.Send(mes...
ET/Unity/Assets/Scripts/Hotfix/Client/Demo/NetClient/A2NetClient_MessageHandler.cs/0
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using System; using System.IO; using System.Net; using System.Net.Sockets; namespace ET.Client { [EntitySystemOf(typeof(RouterAddressComponent))] [FriendOf(typeof(RouterAddressComponent))] public static partial class RouterAddressComponentSystem { [EntitySystem] private static void Awa...
ET/Unity/Assets/Scripts/Hotfix/Client/Demo/NetClient/Router/RouterAddressComponentSystem.cs/0
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ET/Unity/Assets/Scripts/Hotfix/Client/LockStep/LSClientUpdaterSystem.cs.meta/0
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ET/Unity/Assets/Scripts/Hotfix/Client/Module/Message/ClientSessionErrorComponentSystem.cs.meta/0
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using System; namespace ET.Server { [MessageSessionHandler(SceneType.Gate)] public class C2G_PingHandler : MessageSessionHandler<C2G_Ping, G2C_Ping> { protected override async ETTask Run(Session session, C2G_Ping request, G2C_Ping response) { using C2G_Ping _ = request; // 这里用完调用Dispose可以回收到池,不调用的话GC会回收 ...
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using System; namespace ET.Server { [MessageHandler(SceneType.Gate)] public class R2G_GetLoginKeyHandler : MessageHandler<Scene, R2G_GetLoginKey, G2R_GetLoginKey> { protected override async ETTask Run(Scene scene, R2G_GetLoginKey request, G2R_GetLoginKey response) { long key = RandomGenerator.RandInt64(); ...
ET/Unity/Assets/Scripts/Hotfix/Server/Demo/Gate/R2G_GetLoginKeyHandler.cs/0
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ET/Unity/Assets/Scripts/Hotfix/Server/Demo/Map/Move.meta/0
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using System.Collections; using System.Diagnostics; namespace ET.Server { [EntitySystemOf(typeof(WatcherComponent))] [FriendOf(typeof(WatcherComponent))] public static partial class WatcherComponentSystem { [EntitySystem] public static void Awake(this WatcherComponent self) { ...
ET/Unity/Assets/Scripts/Hotfix/Server/Demo/Watcher/WatcherComponentSystem.cs/0
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ET/Unity/Assets/Scripts/Hotfix/Server/LockStep/Map/FrameMessageHandler.cs.meta/0
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ET/Unity/Assets/Scripts/Hotfix/Server/LockStep/Room/C2Room_CheckHashHandler.cs.meta/0
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using System; namespace ET.Server { [EntitySystemOf(typeof(MessageLocationSender))] [FriendOf(typeof(MessageLocationSender))] public static partial class MessageLocationSenderSystem { [EntitySystem] private static void Awake(this MessageLocationSender self) { self.La...
ET/Unity/Assets/Scripts/Hotfix/Server/Module/ActorLocation/MessageLocationSenderSystem.cs/0
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ET/Unity/Assets/Scripts/Hotfix/Server/Module/RobotCase.meta/0
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namespace ET { /// <summary> /// 客户端监视hp数值变化,改变血条值 /// </summary> [NumericWatcher(SceneType.Current, NumericType.Hp)] public class NumericWatcher_Hp_ShowUI : INumericWatcher { public void Run(Unit unit, NumbericChange args) { } } }
ET/Unity/Assets/Scripts/Hotfix/Share/Module/Numeric/NumericWatcher_Hp_ShowUI.cs/0
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using System; using UnityEngine.SceneManagement; namespace ET.Client { [Event(SceneType.Demo)] public class SceneChangeStart_AddComponent: AEvent<Scene, SceneChangeStart> { protected override async ETTask Run(Scene root, SceneChangeStart args) { try { ...
ET/Unity/Assets/Scripts/HotfixView/Client/Demo/Scene/SceneChangeStart_AddComponent.cs/0
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ET/Unity/Assets/Scripts/HotfixView/Client/Demo/UI/UILobby/UILobbyEvent.cs.meta/0
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ET/Unity/Assets/Scripts/HotfixView/Client/LockStep/LSSceneInitFinish_Finish.cs.meta/0
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using System; using UnityEngine; namespace ET.Client { public static class GameObjectHelper { public static T Get<T>(this GameObject gameObject, string key) where T : class { try { return gameObject.GetComponent<ReferenceCollector>().Get<T>(key); } catch (Exception e) { throw new Exceptio...
ET/Unity/Assets/Scripts/HotfixView/Client/Module/Resource/GameObjectHelper.cs/0
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142
{ "name": "Unity.HotfixView", "rootNamespace": "ET", "references": [ "Unity.ThirdParty", "Unity.Core", "Unity.Mathematics", "Unity.Loader", "MemoryPack", "Unity.Model", "Unity.Hotfix", "Unity.ModelView", "YooAsset" ], "includePl...
ET/Unity/Assets/Scripts/HotfixView/Unity.HotfixView.asmdef/0
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143
using System; using UnityEngine; using UnityEngine.Networking; namespace ET { public static class CoroutineHelper { // 有了这个方法,就可以直接await Unity的AsyncOperation了 public static async ETTask GetAwaiter(this AsyncOperation asyncOperation) { ETTask task = ETTask.Create(true); ...
ET/Unity/Assets/Scripts/Loader/Helper/CoroutineHelper.cs/0
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ET/Unity/Assets/Scripts/Loader/Resource/StreamingAssetsHelper.meta/0
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ET/Unity/Assets/Scripts/Model/Client/Demo/AI/XunLuoPathComponent.cs.meta/0
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