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using UnityEngine; using System.Collections; public class arrowKeys : MonoBehaviour { public GameObject upTrigger; public GameObject downTrigger; public GameObject leftTrigger; public GameObject rightTrigger; public bool isPress = false; public int Timer = 0; // Use this for initialization void Start () ...
using CRMSecurityProvider.Sources.Attribute; namespace AlphaSolutions.SitecoreCms.ExtendedCRMProvider.Sources.Attribute { internal abstract class CrmAttributeAdapterBase<T> : AdapterBase<T>, ICrmAttribute { protected CrmAttributeAdapterBase(T internalAttribute) : base(internalAttribute) { ...
using System; using Microsoft.VisualStudio.TestTools.UnitTesting; using PredictiveTextEngine; namespace PredictiveTextEngine.Tests { [TestClass] public class SentenceObjectTests { [TestMethod] public void TestMinimumLength() { // Arrange SentenceObject sente...
using UnityEngine; using UnityEngine.AI; [RequireComponent(typeof(Rigidbody))] public class Enemy : MonoBehaviour { // NavMeshAgent agent; GameObject player; new Rigidbody rigidbody; [SerializeField] float speed = 100; void Awake() { // agent = GetComponent<NavMeshAgent>(...
using Microsoft.Owin; using Owin; [assembly: OwinStartupAttribute(typeof(CiTest.Web.Startup))] namespace CiTest.Web { public partial class Startup { public void Configuration(IAppBuilder app) { ConfigureAuth(app); } } }
using System.Collections.Generic; using Microsoft.AspNetCore.Http; using Microsoft.AspNetCore.Mvc; using Microsoft.AspNetCore.Mvc.Abstractions; using Microsoft.AspNetCore.Mvc.Filters; using Microsoft.AspNetCore.Routing; using Moq; using NUnit.Framework; using SFA.DAS.CommitmentsV2.Api.Types.Validation; using SFA.DAS.C...
using System; using System.Collections.Generic; using System.Text; using UnityEngine; class SelfCheckingModalProcessCommon : UniProcessModalEvent { public override ModalProcessType processType { get { return ModalProcessType.Process_SelfChecking; } } public SelfCheckingModalProcessCommon() : base() ...
using System.Xml.Linq; namespace EngageNet.Data { public class Name : ElementBase { public string Formatted { get { return GetPropertyValue("formatted"); } } public string FamilyName { get { return GetPropertyValue("familyName"); } } public string GivenName { get { return GetPropertyValue(...
using Alabo.App.Share.HuDong.Domain.Entities; using Alabo.App.Share.HuDong.Domain.Services; using Alabo.Domains.Entities; using Alabo.Domains.Query; using Alabo.Extensions; using Alabo.Framework.Core.WebApis.Service; using Alabo.UI; using Alabo.UI.Design.AutoLists; using Alabo.Web.Mvc.Attributes; using System; using S...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class MomTrigger : MonoBehaviour { public GameObject MomStats; public GameObject HospitalScreen; public Button backButton; public bool backBool; public bool canvasBool = false; void OnTriggerEnter(Colli...
using System; using ReactMusicStore.Core.Domain.Interfaces.Specification; namespace ReactMusicStore.Core.Domain.Entities.Specifications.OrderSpecs { public class OrderDateShouldBeLowerThanTodaySpec : ISpecification<Order> { public bool IsSatisfiedBy(Order order) { return order.Orde...
using System; using System.Collections.Generic; using System.Data.Entity; using System.Linq; using System.Windows; using System.Windows.Input; using System.Windows.Media; using GymWorkout.Data; using GymWorkout.Entity.General; using WPFCustomMessageBox; namespace GymWorkout.Views { /// <summary> /// Interacti...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Data; namespace PROG1_PROYECTO_FINAL { abstract class Productos { public virtual DataTable Mostrar(DataTable table) { return table; } pub...
using Backend.Model.Manager; namespace GraphicalEditorServerTests.DataFactory { public class CreateEquipmentType { public EquipmentType CreateValidTestObject() { return new EquipmentType("table", true); } } }
using UnityEngine; using UnityEngine.UI; using System.Collections; public class MenuSlide : MonoBehaviour { private GameObject OpImage; private GameObject ClImage; private Animator MenuSlideState; public static bool Opened; private GameObject NSTR; private GameObject STR; public static bool IsStarted; priva...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Escudo_luz_script : MonoBehaviour { // Use this for initialization void Start() { this.gameObject.GetComponent<Light>().color = this.transform.parent.GetComponent<escudo_controller>().colorGeneral; } ...
using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Reflection; using System.Text; using System.Threading.Tasks; using EshopApi.Contracts; using Microsoft.AspNetCore.Builder; using Microsoft.AspNetCore.Hosting; using Microsoft.AspNetCore.Mvc; using Microsoft.Extensions.Confi...
using UnityEngine; using System.Collections; public class Enemy : MonoBehaviour { //controls behaviour of enemies public GameObject explosionPrefab = null; public bool isSpecial = false; private float speed = 8f; Animator anim; Rigidbody2D rigid; void Awake (){ anim = GetComponent <Animator>(); rigid =...
using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using OrchardCore.Security.Permissions; namespace DFC.ServiceTaxonomy.ContentApproval.Permissions { public class CanPerformReviewPermissions : IPermissionProvider { public static readonly Permission CanPerformContentDes...
using ScriptableObjectFramework.Attributes; using System.Linq; using UnityEditor; using UnityEngine; namespace ScriptableObjectFramework.Editor { [CustomPropertyDrawer(typeof(ModifiableProperty))] public class ModifiablePropertyDrawer : PropertyDrawer { public new ModifiableProperty attribute ...
using System.Data.Entity; using UniversitySystemModels; namespace UniversitySystemData { public class UniversitySystemContextTpt : DbContext { public UniversitySystemContextTpt():base("name=UniversitySystemContext") { } public IDbSet<Person> Persons { get; set; } publ...
using System; using System.Collections.Generic; using System.Data; using System.Data.Entity; using System.Linq; using System.Threading.Tasks; using System.Net; using System.Web; using System.Web.Mvc; using WebQLKhoaHoc; using WebQLKhoaHoc.Models; namespace WebQLKhoaHoc.Controllers { [CustomizeAuthorize(Roles = "1...
using jaytwo.Common.Extensions; using jaytwo.Common.Parse; using NUnit.Framework; using System; using System.Collections.Generic; using System.Text; namespace jaytwo.Common.Test.Parse { [TestFixture] public partial class ParseUtilityTests { [Test] public void ParseUtility_ParseGuid() { Assert.AreEqual(new...
namespace Assets.Scripts.Models { public interface IPlacement { string PrefabTemplatePath { get; set; } string PrefabPath { get; set; } } }
using System; using System.ComponentModel.DataAnnotations; using com.Sconit.Entity.SYS; namespace com.Sconit.Entity.SI.SAP { [Serializable] public partial class SAPSDMES0001 : EntityBase { #region O/R Mapping Properties public Int32 Id { get; set; } public string LIFNR { get; set; } ...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class Player : MonoBehaviour { private Touch dedo1; //Pantalla Táctil private float tiempoDeToque; private float timeElapsed = 0.0f; //Tiempo temblando public Player() { ...
// ----------------------------------------------------------------------- // <copyright file="CultureManager.cs"> // Copyright (c) Michal Pokorný. All Rights Reserved. // </copyright> // ----------------------------------------------------------------------- namespace Pentagon.Extensions.Localization.Json { u...
public struct EntityStats { public float hp; public int atk, trt, cmp, intl, wis; public EntityStats(int hp, int atk, int trt, int cmp, int intl, int wis) { this.hp = hp; this.atk = atk; this.trt = trt; this.cmp = cmp; this.intl = intl; this.wis = wis; ...
namespace ChatServer.Messaging.Commands { using System; using System.Collections.Concurrent; using System.Linq; using System.Threading.Tasks; using ChatProtos.Networking; using ChatProtos.Networking.Messages; using Google.Protobuf; using HServer; using HServer.Networking; //...
using Presenter.Core.ConfigurationManager; using Presenter.Core.ScreeenManager; using System; using System.Collections.Generic; using System.Configuration; using System.Data; using System.Linq; using System.Threading.Tasks; using System.Windows; namespace Presenter.ControlPanel { /// <summary> /// Lógica de i...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.EventSystems; using TMPro; public class TimerClass : MonoBehaviour//, IPointerClickHandler { public const int TIMER_MAX = 60; public float time; private float _timer; // public float tar...
using gView.Framework.Data; namespace gView.Framework.FDB { public interface IFeatureImportEvents { void BeforeInsertFeaturesEvent(IFeatureClass sourceFc, IFeatureClass destFc); void AfterInsertFeaturesEvent(IFeatureClass sourceFc, IFeatureClass destFc); } }
using System; using System.Collections.Generic; using System.Linq; using System.Web; using Foundry.Domain; namespace Foundry.Website.Models.Dashboard { public class IndexViewModel : ViewModel { public IEnumerable<NewsItem> NewsItems { get; set; } public IEnumerable<Domain.Project>...
using UnityEngine; public class GazeRaycast : MonoBehaviour { public RaycastHit Hit; public Ray Ray; private int _layer_mask; // Use this for initialization void Awake () { _layer_mask = LayerMask.GetMask("Buttons"); } // Update is called once per frame void Update () { ...
using System.Web; using System.Web.Optimization; namespace CYT.Web { public class BundleConfig { // For more information on bundling, visit http://go.microsoft.com/fwlink/?LinkId=301862 public static void RegisterBundles(BundleCollection bundles) { bundles.Add(new ScriptBun...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class MoveLightCube : MonoBehaviour { float time; // Use this for initialization void Start () { } // Update is called once per frame void Update () { time += Time.deltaTime; transform.rot...
using UsersLib.DbContextSettings; using UsersLib.Entity; namespace UsersLib.DbControllers { public class DbLogController : IDbLogController { public void Log(AccessLog logEntity) { using (UsersLibDbContext dbContext = new UsersLibDbContext()) { dbContext...
using System; using System.Collections.Generic; namespace DynamicNPCSprites { public class ConditionalTexture { public string Name { get; set; } public string Type { get; set; } public string[] Weather { get; set; } public string[] Season { get; set; } public string Spr...
using System.Linq; using System.Web.Mvc; using LINQ101MVC.Models; using System.Data.Entity; using System.Net; using System.Threading.Tasks; using LINQ101MVC.ViewModels; namespace LINQ101MVC.Controllers { public class ProductSubCategoryController : Controller { private readonly ApplicationDbContext _db...
using System; using Boxofon.Web.Model; namespace Boxofon.Web.MailCommands { public interface IMailCommand { Guid UserId { get; set; } string BoxofonNumber { get; set; } } }
using System; using System.Diagnostics; using System.Linq; using System.Reactive; using System.Reactive.Concurrency; using System.Reactive.Disposables; using System.Reactive.Linq; using System.Reactive.Subjects; using System.Windows; using NLog; namespace Simple.Wpf.Composition.Services { public seal...
using System; using System.IO; using YamlDotNet.Serialization; namespace PopulationFitness.Output { public static class ConfigWriter { /** * Writes a YAML encoding of the config to the file * * @param config * @param filename * @throws IOException ...
namespace Booking.Migrations { using System; using System.Data.Entity.Migrations; public partial class AddLunch : DbMigration { public override void Up() { AddColumn("dbo.Hotels", "BreakfastPrice", c => c.Decimal(nullable: false, precision: 18, scale: 2)); Ad...
using UnityEngine; [CreateAssetMenu(fileName = "Weapon", menuName = "Inventory/Weapon", order = 1)] public class ScriptableWeapon : ScriptableItem { [Header("Type")] public WeaponType weaponType; [Header("Stats")] public float damage = 10f; public float range = 35f; public float fireRate = 10f; [Heade...
using System; using System.Collections.Generic; using System.Globalization; using System.Linq; using System.Text; using System.Windows; using System.Windows.Media; using System.Windows.Shapes; namespace FontAwesome5.Extensions { public static class EFontAwesomeIconsExtensions { /// <summary> /// Creates a...
using System; using System.Collections.Generic; using System.Text; namespace Bucket_Opdracht_Version2.Structs { class EmptyStructs { } }
using System.Collections.Generic; using UnityEngine; public class PlayerRankCtrl : MonoBehaviourIgnoreGui { public List<IParkourPlayer_Xiong> m_ListPlayer; float mTimeLastRank = 0f; // Update is called once per frame void Update () { CheckPlayerRank(); } /// <summary> /// 排序比较器. ...
using System; using System.Collections.Generic; using CurrencyLibs.Interfaces; using CurrencyLibs.US; namespace CurrencyLibs { public class CurrencyRepo : ICurrencyRepo { public List<ICoin> Coins { get; set; } public CurrencyRepo() { this.Coins = new List<ICoin>(); ...
using System.Collections.Generic; using UnityEngine; using UnityEngine.InputSystem; [RequireComponent(typeof(PlayerController))] public class Manipulate : MonoBehaviour { public static Color debugColor = Color.cyan; public static Vector2 debugOffset = Vector2.right; public float radius = 5; public L...
using System; using SharpArch.Domain.DomainModel; namespace Profiling2.Domain.Scr.PersonRecommendation { public class AdminScreeningRequestPersonRecommendationImport : Entity { public virtual ScreeningRequestPersonRecommendation ScreeningRequestPersonRecommendation { get; set; } public virtual...
namespace com.Sconit.WebService.SI { using System.Web.Services; using com.Sconit.Entity; using com.Sconit.Service.SI; [WebService(Namespace = "http://com.Sconit.WebService.SI.LeanEngineService/")] public class LeanEngineService : BaseWebService { #region public properties priva...
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; namespace Wee.Common.Contracts { public interface IMenuService { Dictionary<IMenuCategory, List<IMenuItem>> RegisteredMenus { get; } void RegisterMenu(int categoryOrder, string categoryName, IMenu...
using UnityEngine; using System.Collections; public class ConeOfViewRenderer : MonoBehaviour { private Mesh viewMesh; public Material viewMaterial; public int numTriangles = 20; bool initialized = false; // Use this for initialization void Start () { EnsureInitialized (); } void EnsureInitialized() { ...
using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using CRUD_Razor_2_1.Models; using Xunit; namespace CRUD_Tests.Models { public class BookTest { [Fact] public void BookModel_Instantiates() { string book = "Harry Potter";...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Diagnostics; using System.IO; namespace BluetoothDevicesLocator { class Program { static void Main(string[] args) { System.Diagnostics.Process.Start(@".....
using Cake.Core; using Cake.Core.IO; using Cake.Core.Tooling; namespace Cake.Markdown_Pdf { public class MarkdownPdfRunnerSettings : ToolSettings { internal void Evaluate(ProcessArgumentBuilder args) { if (Help) args.Append(MarkdownPdfOptions.Help); if (...
using Autofac; using EmberKernel.Services.EventBus; using Microsoft.Extensions.Configuration; using System; using System.Collections.Generic; using System.Text; namespace EmberMemory.Components.Collector { public class CollectorManagerBuilder { public ContainerBuilder Builder { get; } internal...
using Android.Graphics; using Android.Graphics.Drawables; using Android.OS; using AsNum.XFControls; using AsNum.XFControls.Droid; using System.ComponentModel; using System.Linq; using Xamarin.Forms; using Xamarin.Forms.Platform.Android; [assembly: ExportRenderer(typeof(Border), typeof(BorderRender))] namespace AsNum.X...
using System.Collections.Generic; using System.Web.Http; using FaunaNet.Subscription; namespace AccountManager.Controllers.Api { /// <summary> /// Information about subscriptions. It includes limits, configurations, etc /// It does not include any financial information like prices or costs. /// </su...
using System.Collections.Generic; namespace Train.TicketServices.Interfaces.Repositories { public interface ITicketRepository { IEnumerable<string> GetStations(); } }
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using CityInfo.API.Entities; using CityInfo.API.Models; namespace CityInfo.API { public static class CityInfoExtensions { public static void EnsureSeedDataForContext(this CityInfoContext context) {...
using System; using System.Collections.Generic; using RimWorld; using Verse; using Random = UnityEngine.Random; namespace Kyrun.Reunion { class GameComponent : Verse.GameComponent { public static List<Pawn> ListAllyAvailable = new List<Pawn>(); public static List<string> ListAllySpawned = new List<string>(); ...
using Crossroads.Web.Common.MinistryPlatform; using log4net; using MinistryPlatform.Translation.Models.DTO; using MinistryPlatform.Translation.Repositories.Interfaces; using System; using System.Collections.Generic; using System.Linq; using System.Reflection; namespace MinistryPlatform.Translation.Repositories { ...
namespace TPMDocs.Models { using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using System.ComponentModel.DataAnnotations.Schema; using System.Data.Entity.Spatial; [Table("spravoh.Справочник гофропродукции")] public partial class Справочник_гофропро...
using UnityEngine; using System.Collections; /* GameObject ob = Instantiate (GameHostPrefab, new Vector3 (0, 0, 0), Quaternion.identity) as GameObject; ob.GetComponent<GameHost>().Initialize(5); ob = Instantiate (GameHostPrefab, new Vector3 (0, 0, 0), Quaternion.identity) as GameObject; ob.GetComponent<GameH...
using System.Linq; using System.Linq.Expressions; using SpatialEye.Framework.Client; using SpatialEye.Framework.Features.Expressions; using SpatialEye.Framework.Parameters; using Lite.Resources.Localization; using glf = SpatialEye.Framework.Features.Expressions.GeoLinqExpressionFactory; using SpatialEye.Framework.F...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Factorial { class Factorial { static void Main(string[] args) { Console.WriteLine(ItterativeFactorial(5)); Console.ReadKey(); } ...
using System.Collections; using System.Collections.Generic; using UnityEngine; /// <summary> /// Update the in game text to display the amount of time the current game has lasted for. /// </summary> public class DisplayTime : DisplayText { /// <summary> /// As long as the game isn't over (meaning not gamesta...
using System; using System.Collections.Generic; using System.Globalization; using System.IO; using System.Linq; using System.Threading.Tasks; using System.Xml.Serialization; using Microsoft.AspNetCore.Http; using Microsoft.AspNetCore.Mvc; using Microsoft.AspNetCore.Mvc.Rendering; using Microsoft.EntityFrameworkCore; u...
using System; namespace ProgrammingCourseWork.Display { public static class SellsDisplay { public static void Display() { Console.Clear(); SingletonRestoraunt.Instance.PrintSells(); Console.ReadKey(); } } }
using System.Collections; using System.Collections.Generic; using System.Collections.Generic; using UnityEngine.UI; using UnityEngine; using UnityEngine.SceneManagement; public class LaunchController : MonoBehaviour { string StaticIPString; string SaveFileName; //public InputField FilaNameInput; public Text IpI...
using System; using System.Collections.Generic; using System.Threading.Tasks; using Uintra.Features.Comments.Models; namespace Uintra.Features.Comments.Services { public interface ICommentsService { Task<CommentModel> GetAsync(Guid id); Task<IEnumerable<CommentModel>> GetManyAsync(Guid activi...
using JMusic.Helper; using SQLitePCL; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace JMusic.Models { class TPlayList { public int Id { get; set; } public string Name { get; set; } public string Link { get; s...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows; using System.Windows.Controls; using System.Windows.Data; using System.Windows.Documents; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Imaging; using System.Windows.Shapes; ...
namespace BettingSystem.Infrastructure.Common.Persistence { public interface IDbInitializer { void Initialize(); } }
using System; using System.Collections.Generic; using System.Text; namespace CommonLib { /// <summary> /// 随机数帮助类 /// </summary> public class RandomHelper { /// <summary> /// 获取指定长度的随机密码-由数字大小写字母组成 /// </summary> /// <param name="PasswordLen"></param> /// <r...
using NBitcoin; using Stratis.Bitcoin.Base; using Stratis.Bitcoin.Consensus; using Stratis.Bitcoin.Features.BlockStore; using Stratis.Bitcoin.Features.Consensus; using Stratis.Bitcoin.Features.Consensus.CoinViews; using Stratis.Bitcoin.Features.Consensus.Interfaces; using Stratis.Bitcoin.Features.MemoryPool; using Str...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace _03.SortStudents { public class Program { static void Main() { var studentsArr = new Student[] { new Student("Mihail","Malamov",2...
using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.IO; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows.Forms; using MaterialSkin.Controls; namespace Parking_Lot_Project { public partial class a...
using Northwind; using Northwind.Model; using Microsoft.Spatial; using System; using System.Collections.Generic; using System.Data.Entity; using System.Data.Entity.Infrastructure; using System.Linq; using System.Net; using System.Text; using System.Threading.Tasks; using System.Web.Http; using System.Web.OData; using...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Text.RegularExpressions; using System.Threading.Tasks; namespace _2_Worm_Ipsum { public class _2_Worm_Ipsum { public static void Main() { var pattern = new Regex(@"([A-Z].*?[.])"); ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Labb4 { class Car { string brand; byte gears; string colour; string type; public string Brand { get { return brand; } ...
using System; using System.Collections.Generic; using System.ComponentModel; using System.Drawing; using System.Linq; using System.Windows.Forms; using TY.SPIMS.Client.Approval; using TY.SPIMS.Client.Helper; using TY.SPIMS.Controllers; using TY.SPIMS.Entities; using TY.SPIMS.POCOs; using TY.SPIMS.Utilities; using TY.SP...
using System; using Work.HTTP; namespace Work.MVC { public class HttpPostAttribute : HttpMethodAttribute { public HttpPostAttribute() { } public HttpPostAttribute(string url) : base(url) { } public override HttpMethodType Type => HttpMethodType.Post;...
using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Data.SqlClient; using SSISTeam9.Models; namespace SSISTeam9.DAO { public class StockDAO { public static void UpdateInventoryStock(Dictionary<long, int> itemAndNewStock) { using (SqlCon...
using WebAPIService.Controllers; using Microsoft.VisualStudio.TestTools.UnitTesting; using CA2_Azure.Controllers; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Web.Mvc; using CA2_Azure.Models; using CA2_AzureTests; using System.Componen...
using CG.MovieAppEntity.Entities; using Microsoft.EntityFrameworkCore; using Microsoft.EntityFrameworkCore.Metadata.Builders; using System; using System.Collections.Generic; using System.Text; namespace CG.MovieApp.DataAccess.Concrate.EntityFrameworkCore.DatabaseFluentApi { public class FilmActorConfiguration : I...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class SpaceShipMovement : MonoBehaviour { // Scoping too broad: lots of class variables for no reason // Constrain scope of your variables. // Don't leak out data where it doesn't need to be. // Don't keep data ar...
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; namespace ParkingGarageManagement.Models { /// <summary> /// restricted ticket type with time limit, and allowed dimensions. /// </summary> public class RestrictedTicket : TicketType { public R...
// The MIT License (MIT) // // Copyright (c) 2014-2018, Institute for Software & Systems Engineering // Copyright (c) 2018, Pascal Pfeil // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Softwa...
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace CRL.Business.TradeType { /// <summary> /// 交易方向 /// </summary> public enum TradeDirection { 收入 = 1, 支出 = 2 } }
using System.Collections; using System.Collections.Generic; using UnityEngine; public class ScriptDeLasBoxes : MonoBehaviour { private Vector3 v_rot; public float speed_rot = 1.0f; private bool moving_up = false; public float speed_move = 1.0f; private float initial_pos; public float range = ...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class ChessShi : ChessEntity { public override void ShowChessPath() { base.ShowChessPath(); int index_x = (int)chessObj.chess_index_x; int index_z = (int)chessObj.chess_index_z; // 自己的士 if (chessObj.chess_owner_player ...
using System.Collections.Generic; namespace DistributedCollections { public interface IBackplane { void Publish(BackplaneMessage messages); IEnumerable<BackplaneMessage> ReadMessages(MessageId lastId = default(MessageId)); IDistLock CreateLock(); } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Xml.Serialization; using KartObjects; namespace KartSystem { [Serializable] public class ImportDocumentFromExlParamSettings : Entity { [XmlIgnore] public override string FriendlyName ...
namespace Phenix.Test.使用指南._25._2 { [System.Serializable] [Phenix.Core.Mapping.ReadOnly] public class UserReadOnly : User<UserReadOnly> { private UserReadOnly() { //禁止添加代码 } } /// <summary> /// 清单 /// </summary> [System.Serializable] public class UserReadOnlyList : Phenix.Busines...
namespace SGpostMailData.Migrations { using System; using System.Data.Entity.Migrations; public partial class SgDataMobile : DbMigration { public override void Up() { AddColumn("dbo.SgDatas", "MobileNumber", c => c.String()); } public override vo...
using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Net; using System.Net.Http; using System.Web.Http; namespace DoGoService.Controllers { public class FileTextController : ApiController { // GET: api/FileText public IEnumerable<string> Get() ...
using System.ComponentModel.DataAnnotations; namespace Tndm_ArtShop.ViewModels { public class UrediKorisnikaViewModel { public string Id { get; set; } [Required(ErrorMessage = "Unesite korisnicko ime")] [Display(Name = "Korisnicko ime")] public string UserName { get; set; } ...
using Fight; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading; namespace ProgramGame { public class Box { public int ThreeBoxes(int healthHero, int weaponHeroMaxAttack, int count, int bonusHealth) { FightModule fightMod...