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// <copyright file="CoreEventHandlers.cs" company="Firoozeh Technology LTD"> // Copyright (C) 2020 Firoozeh Technology LTD. All Rights Reserved. // // 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 Li...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Data; namespace EasyDev.Applications.SQMS { public interface IPortalPartService { DataSet GetPortalPartData(); } }
using System.Collections; using System.Collections.Generic; using UnityEngine; using MonsterLove.StateMachine; public class GameManager : Singleton<GameManager> { // 双方初始血量 public int initialHP = 10; public Player WangWang; public Player XianYu; [SerializeField] private GameObject SoundBarL...
using UnityEngine; using UnityEngine.UI; using System.Collections; public class InventoryItem : MonoBehaviour { public Text count; public string itemName; public Image image; public int itemCount; public GameObject prefab; public GameManager gameManager; public PlacementArea placementArea...
using System.Collections.Generic; using System.Xml.Serialization; namespace KartLib.Views.AlcoDeclModel { public class Справочники12 { [XmlElement("ПроизводителиИмпортеры")] public List<ПроизводителиИмпортеры12> ПроизводителиИмпортеры12; [XmlElement("Поставщики")] public List<Поставщик...
using System; using System.Collections.Generic; using System.Data; using System.Data.SqlClient; using System.Drawing; using System.IO; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows.Forms; namespace Parking_Lot_Project { class Admin { #region singleton Admin ...
using NUnit.Framework; using System; using System.Collections.Generic; using System.Text; using System.Text.Json; using System.Linq; namespace MergeSort { public class StringShuffleService { public void ConsoleRun() { /************************************************* ...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class CrowdEntityController : MonoBehaviour { [SerializeField] private List<string> _animations; private Animator _animator; void Start () { _animator = GetComponent<Animator>(); StartCoroutine(S...
using Castle.MicroKernel.Registration; using Castle.MicroKernel.SubSystems.Configuration; using Castle.Windsor; using com.Sconit.Service; using com.Sconit.Service.Impl; using com.Sconit.Persistence; namespace com.Sconit.Web.SI.Installer { public class ServiceInstaller : IWindsorInstaller { public void...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class BackgroundManager : SingletonMonoBehaviour<BackgroundManager> { private GameObject panel; private Animator animator; private bool isInAction; private FadeInFinishedListener fadeInListener; private FadeOutFinishedListener...
using Atc.CodeAnalysis.CSharp.SyntaxFactories; using Microsoft.CodeAnalysis.CSharp; using Xunit; namespace Atc.CodeAnalysis.CSharp.Tests.SyntaxFactories { public class SyntaxArgumentFactoryTests { [Fact] public void CreateWithOneItem() { // Arrange var expected =...
namespace WinAppDriver { using System; using System.Collections.Generic; using System.Text.RegularExpressions; internal class EndPoint { private static ILogger logger = Logger.GetLogger("WinAppDriver"); private static Regex paramRegex = new Regex("/:([^/]+)"); ...
using UnityEngine; using System.Collections; using System.Collections.Generic; using System.Linq; public class DrawSimbol : MonoBehaviour { public List<GameObject> objects1 = new List<GameObject>(); public GameObject object1; public Transform[] target; public Transform bestTarget; public float speed; public...
namespace Demo.Interfaces { public interface INotifier { void SendNotification(NotificationType notificationType); } }
using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Diagnostics; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Net; using System.IO; using System.Configuration; using System.Timers; namespace DMSTaskService { class Program...
using System.Threading.Tasks; namespace EncryptionDecryptionConsole { public interface IIOService { Task SaveAsync(string filename, string text); Task<string> LoadAsync(string filename); } }
using NUnit.Framework; using System; using System.Collections.Generic; namespace MergeSort { public class MissingIntegerService { public void ConsoleRun() { //Array var array = string.Empty; while (array.ToLower() != "exit") { Con...
using Projeto.Api.Tests.Contexts; using System; using System.Collections.Generic; using System.Text; using System.Threading.Tasks; using Xunit; namespace Projeto.Api.Tests.TestSteps { public class ProdutoTestSteps { private readonly TestContext testContext; public ProdutoTestSteps() {...
using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.Mvc; using System.IO; using System.Security.Principal; using PagedList; using PagedList.Mvc; using System.Web.UI.WebControls; using System.Web.UI; namespace Moses.Controllers { public class HomeController : Contr...
using UnityEngine; namespace Assets.Gamelogic.Pirates.Cannons { // This MonoBehaviour will be enabled on both client and server-side workers public class CannonFirer : MonoBehaviour { private Cannon cannon; private void Start() { // Cache entity's cannon gameobject ...
using System; using System.Collections.Generic; using System.Linq; using System.Text.RegularExpressions; using UnityEditor; using UnityEditor.Graphs; using UnityEngine; namespace Needle.Demystify { [CreateAssetMenu(menuName = "Needle/Demystify/Syntax Highlighting Theme")] public class SyntaxHighlightingTheme : Scrip...
#if !NETSTANDARD1_3 using System; using System.Globalization; using System.Threading; using System.Transactions; namespace MySql.Data.MySqlClient { internal sealed class MySqlXaTransaction : IEnlistmentNotification { public MySqlXaTransaction(MySqlConnection connection) => m_connection = connection; public void...
using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using System.Linq; using System.Web; using System.Web.Configuration; namespace University.UI.Areas.Admin.Models { public class ProductVideoViewModel { string ProductImagePath = WebConfigurationManager.AppSetti...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class EarStick : MonoBehaviour { public bool earCanTouch = false; public bool rootMotion = false; public Rigidbody2D otherRb; private Rigidbody2D earRb; public float moveY = 0; public Collider2D[] exclude; ...
using System.Collections; using System.Collections.Generic; using UnityEngine; /// <summary> /// Author: Nathan Hales /// Credit Data struct for the Credit scene's credit object and credit manager. /// </summary> [System.Serializable] public struct CreditData { public string name; public string teamRole; }
using UBaseline.Shared.VideoPanel; using Uintra.Core.Search.Converters.SearchDocumentPanelConverter; using Uintra.Core.Search.Entities; namespace Uintra.Features.Search.Converters.Panel { public class VideoPanelSearchConverter : SearchDocumentPanelConverter<VideoPanelViewModel> { protected override Se...
using Microsoft.Xna.Framework; using StarlightRiver.Dusts; using System; using System.Collections.Generic; using System.Linq; using System.Runtime.Serialization; using System.Text; using System.Threading.Tasks; using Terraria; using Terraria.ID; using Terraria.ModLoader; namespace StarlightRiver.Abilities { [Data...
using System; using System.Collections.Generic; using System.Linq; using System.Web; namespace OpHomeSecurity.Web.Models { public class AlbumModel { public string AlbumName { get; set; } public Guid AlbumId { get; set; } public bool? IsActive { get; set; } pub...
using ScriptableObjectFramework.Events.UnityEvents; namespace ScriptableObjectFramework.Events { public class BoolEventHandler : BaseEventHandler<bool, BoolEvent, BoolUnityEvent> { } }
using System.Collections; using System.Collections.Generic; using UnityEngine; public class printfunction : MonoBehaviour { private string DateTime; // Use this for initialization void Start () { print ("hello, My name is Sam McLain. It is" + DateTime + "pm"); } }
using UnityEngine; using UnityEngine.UI; namespace Ardunity { [AddComponentMenu("ARDUnity/Utility/UI/ArdunityAppUI")] [HelpURL("https://sites.google.com/site/ardunitydoc/references/utility/ardunityappui")] public class ArdunityAppUI : MonoBehaviour { public ArdunityApp ardunityApp; public CommSocketUI com...
using System; using System.Collections.Generic; using System.Text; namespace AssetTracking_EF { class LaptopComputer : CompanyAsset { public LaptopComputer(string modelName, int price, DateTime purchaseDate, string office) : base(modelName, price, purchaseDate, office) { ModelName ...
using Microsoft.EntityFrameworkCore; #nullable disable namespace Models.FicheModel { public partial class db_fiche_persoContext : DbContext { /* public db_fiche_persoContext() { }*/ public db_fiche_persoContext(DbContextOptions<db_fiche_persoContext> options) : bas...
namespace Uintra.Features.Notification.Models.NotifierTemplates { /// <summary> /// Marker /// </summary> public interface INotifierTemplate { } }
using KartObjects; using System; using System.Collections.Generic; using System.Linq; using System.Text; using KartObjects.Entities; namespace KartLib { public class SearchGood:Good { [DBIgnoreAutoGenerateParam] [DBIgnoreReadParam] public override string FriendlyName { ...
using System; using System.Text; using FxNet; namespace test { class WebSocketSession : FxNet.ISession { public override void Close() { if (m_pSocket == null) { return; } IoThread.Instance().DelConnectSocket(m_pSocket); } public override void Init(string szIp, UInt16 wPort) { //m_pSock...
namespace Uintra.Infrastructure.Extensions { public static class ByteExtensions { public static float ToMegabytes(this byte[] source) => source.Length / 1024.0F / 1024.0F; } }
/************************************** * * Needs a another class to dictate * the DPS and Duration of Corrosion * * This design was made based on how * Corrosion damage is uniform to all * yet still need to be easily editable * * Damages player until it is cured or * when duration is over * *********...
using UnityEngine; using System.Collections; public class Movimiento : MonoBehaviour { public float Velocidad; public GameObject Destino; public GameObject Personaje; public bool Ejecutando; void Start () { Ejecutando = false; } public IEnumerator Mostrar () { Ejecutando = true; float tiempoComienzo ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using ThirdParty; using Adv; namespace UnitTestBadProject { public class TestExceptionThirdPartyService : IThirdPartyService { public Advertisement NoSqlGetAdv(string id) { ...
using System.Collections; using UnityEngine; namespace QuestSystem { public interface IQuestGoal { string Title { get; } string Description { get; set; } bool IsComplete { get; } bool IsSecondary { get; } void UpdateProgress(); void CheckProgress(Gam...
using System; using System.Configuration; using System.IO; using Microsoft.VisualStudio.TestTools.UnitTesting; using upSight.CartaoCorp.Identificacao.ACSOIDTS; namespace UnitTestCartaoCorp { [TestClass] public class TesteIdentificacao { [TestMethod] public void ImportaPlanilha(...
using BoardGame.Domain_Model; using BoardGame.DomainModel; using System; using System.Windows.Forms; namespace BoardGame { public partial class PropertyCardForRobot : Form { public string FieldName { get; set; } public int FieldValue { get; set; } public int FieldFinishedValue { get; s...
using System.Threading.Tasks; using DFC.ServiceTaxonomy.PageLocation.Models; using DFC.ServiceTaxonomy.PageLocation.ViewModels; using OrchardCore.ContentManagement.Metadata.Models; using OrchardCore.ContentTypes.Editors; using OrchardCore.DisplayManagement.Views; namespace DFC.ServiceTaxonomy.PageLocation.Drivers { ...
//Weight Sum Of Digits public void WeightSumOfDigits(List<string> readInList) { string[] tempArray = null; int final = 0; List<int> list = new List<int>(); foreach (string x in readInList) { tempArray = x.Split(new[] { ' ' }...
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using Microsoft.EntityFrameworkCore; using ELearningPlatform.Models; using Microsoft.AspNetCore.Identity.EntityFrameworkCore; namespace ELearningPlatform.Data { public class ELearningPlatformContext : IdentityDbContex...
using StarBastardCore.Website.Code.Game.Gameplay; namespace StarBastardCore.Website.Code.Game.Gameworld.Geography.Buildings { public class ScienceLab : BuildingBase { public override Resources PlayerBenefit { get { return new Resources(0, 0, 4); } } public override Resources ConstructionCost { ...
using System; using System.Windows.Controls; using System.Windows.Media; using VMDiagrammer.Helpers; namespace VMDiagrammer.Models { /// <summary> /// Class definition for the point force /// </summary> public class VM_PointForce : VM_BaseLoad { public VM_PointForce(VM_Beam bea...
using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; using Nailhang.Display.Tools.TextSearch.Base; namespace Nailhang.Display.Tools.TextSearch.Processing { class StatBuilder : IWSBuilder { private static void NextWord(string word, Statistics res) ...
using NerdStore.Catalog.Application.ViewModels; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace NerdStore.Catalog.Application.Services { public interface IProductAppService { Task<IEnumerable<ProductViewModel>> Ge...
 namespace Nan.Extensions.Information { using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; using System.Reflection; /// <summary> /// 取得插件的附加資訊 /// </summary> internal static class ExtensionInfo { /// <summary> ...
using Cti.Platform.Events; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace ReiEventTest.Events { public abstract class ValidationEventBase : ControlFieldEventBase { public String Validator { get; set; } public String...
namespace TripDestination.Web.MVC.Areas.Admin.Controllers { using System.Web.Mvc; using Kendo.Mvc.Extensions; using Kendo.Mvc.UI; using TripDestination.Services.Data.Contracts; using TripDestination.Web.MVC.Areas.Admin.ViewModels; using TripDestination.Common.Infrastructure.Mapping; using M...
using Terraria; using Terraria.ModLoader; namespace ReducedGrinding.Items { public class Gold_Reflection_Mirror : ModItem { public override void SetStaticDefaults() { DisplayName.SetDefault("Gold Reflection Mirror"); Tooltip.SetDefault("Used to transform some Critters into Golden Critters."); ...
using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows.Forms; using System.Data.SqlClient; using System.Configuration; namespace serin { public part...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; /** * Controls all logic for mechanical hand * Including user input, sending messages to grappling hook, interaction etc. */ public class MechHandController : Controller { //if the mech hand is colliding wit...
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using Journey.WebApp.Data; using Microsoft.AspNetCore.Mvc; using Microsoft.EntityFrameworkCore; namespace Journey.WebApp.Controllers { public class TripActivitiesController : Controller { private readonly ...
using Exiled.API.Interfaces; namespace CustomTeslaDamage { public class Config : IConfig { public bool IsEnabled { get; set; } = true; public float TeslaDamage { get; set; } = 2000; public float TeslaDamageRange { get; set; } = 200; } }
using Microsoft.ApplicationInsights; using Microsoft.Extensions.Hosting; using Microsoft.Extensions.Logging; using Microsoft.Extensions.Options; using Microsoft.TeamFoundation.WorkItemTracking.WebApi.Models; using MigrationTools.Core.Configuration; using MigrationTools.Core.DataContracts; using MigrationTools.Core.Sin...
#if NET6_0_OR_GREATER using Microsoft.AspNetCore.Builder; using Microsoft.AspNetCore.Hosting; using Microsoft.AspNetCore.Mvc; using Microsoft.AspNetCore.TestHost; using Microsoft.Extensions.DependencyInjection; namespace Sentry.AspNetCore.Tests; [UsesVerify] public class WebIntegrationTests { private readonly Tes...
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace pjank.BossaAPI { public enum BosOrderSide { Buy, Sell, } }
using System; using System.Text.RegularExpressions; namespace Registration { class Program { static void Main(string[] args) { var regex = @"U\$([A-Z][a-z]{2,})U\$P\@\$([A-Za-z]{5,}\d+)P\@\$"; var numberOfLines = int.Parse(Console.ReadLine()); var numberOfRe...
using System; namespace WEBTeste.Util { public class TratarString { public string RetirarAcentos(string pString) { string LdsRetorno; LdsRetorno = pString.Replace("Á", "A").Replace("Ã", "A").Replace("Â", "A").Replace("Ê", "E").Replace("É", "E").Replace("Í", "I").Replac...
using System; using System.Collections.Generic; namespace Fbtc.Domain.Entities { public class Associado : Pessoa { public int AssociadoId { get; set; } public int? ATCId { get; set; } public int TipoPublicoId { get; set; } public string NrMatricula { get; set; } public ...
using UnityEngine; using System.Collections; public class PopupMainMenu : PopupWindow { }
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace AdventureWorks.Business.POCOGenerator { [Flags] public enum CommentsStyle { None, InSummaryBlock, AtEndOfField }; // Settings to allow selective co...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace ProgrammingCSharpDemos.Models { public class Degree { public Degree() { this.Courses = new List<Course>(); } public int UProgram { get; set;...
using System; using System.Collections.Generic; using System.Linq; using System.Net; using System.Net.Http; using System.Web.Http; using Week4.ZoekertjesApp.DataAccess; using ZoekertjesModels; namespace Week4.ZoekertjesApp.Controllers { public class LocatieController : ApiController { public List<Loca...
using FluentAssertions; using NUnit.Framework; namespace Beeffective.Tests.Data.Entities.CellEntityTests { class Urgency : TestFixture { [SetUp] public override void SetUp() { base.SetUp(); Sut.Urgency = Urgency; } [Test] public void IsS...
namespace Nan.Configuration.Notification { /// <summary> /// 表示處理設定檔上欄位變更時所引發的 <seealso cref="INotifyFieldOperated.FieldOperated"/> 事件的方法。 /// </summary> /// <param name="sender">事件的來源。</param> /// <param name="e">包含事件資料的 <see cref="FieldOperatedEventArgs"/> 。</param> public delegate void Field...
using System.Collections.Concurrent; using MediaBrowser.Controller.Entities; using System; using System.Collections.Generic; namespace MediaBrowser.Controller.Library { /// <summary> /// Class ChildrenChangedEventArgs /// </summary> public class ChildrenChangedEventArgs : EventArgs { /// <...
using System; /*Votre entier est trop petit: il doit être (d'au moins) (strictement supérieur à) min Votre entier est trop grand: il doit être (d'au plus) (strictement inférieur à) max Votre entier est trop petit/grand par rapport à l'intervalle demandé: il doit être compris ENTRE min et max (bornes exclues) ...
using UnityEngine; using System; using System.Collections; namespace BanSupport { [AttributeUsage(AttributeTargets.Field | AttributeTargets.Property | AttributeTargets.Class | AttributeTargets.Struct, Inherited = true)] public class BoolConditionAttribute : PropertyAttribute { public string boolField = ""; ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace Integer.Domain.Acesso.Exceptions { public class UsuarioExistenteException : ApplicationException { private Usuario usuario; public UsuarioExistenteException(Usuario usuario) : base() { ...
using UnityEngine; using System.Collections; public abstract class Prefix : AutoExpandingScriptableObject { public virtual float ModifyHeal(WarheadHeal source, float heal) { return heal; } public virtual float ModifyDamage(WarheadDamage source, float damage) { return damage; } p...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Configuration; using System.Threading; using System.Data; using System.Data.SqlClient; using System.Text.RegularExpressions; using IRAP.Global; using IRAPGeneralGateway.Entities; namespace IRAPGeneralGatew...
using SGCFT.Dados.Contextos; using SGCFT.Dominio.Contratos.Repositorios; using SGCFT.Dominio.Entidades; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace SGCFT.Dados.Repositorios { public class AcessoRepositorio : IAcessoRepositorio {...
using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows.Forms; using ConexaoDataBase; namespace FormularioPrincipal { public partial class FrmLogin : Form { ...
using System; using System.Collections.Generic; namespace WebAPI.MoneyXChange.Models { public partial class CurrencyRate { public DateTime CrrDateRate { get; set; } public int CrrCurrencyFrom { get; set; } public int CrrCurrencyTo { get; set; } public double CrrExchangeRate { g...
using UnityEngine; using System.Collections; public class CellBehaviorStove : CellBehaviorOccupiable { }
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.ComponentModel; using Kingdee.CAPP.Common; namespace Kingdee.CAPP.Model { /// <summary> /// 类型说明:产品实体类 /// 作 者:jason.tang /// 完成时间:2013-03-05 /// </summary> [TypeConverter(typeof(PropertySorte...
global using System.Collections; global using System.ComponentModel; global using System.Diagnostics.CodeAnalysis; global using System.Globalization; global using System.Reflection; global using System.Runtime.CompilerServices; global using System.Text; global using System.Text.RegularExpressions; global using System.T...
using System.Windows.Controls; namespace MinecraftToolsBoxSDK { /// <summary> /// Location.xaml 的交互逻辑 /// </summary> public partial class Location : StackPanel { public Location() { InitializeComponent(); LocX.setNeighbour(LocZ, LocY); LocY.setNe...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; 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;...
namespace Meshop.Framework.Module { public interface IPluginModel { } }
using gView.Framework.Data; using gView.Framework.Network; using gView.Framework.UI; using System; using System.Collections.Generic; namespace gView.Plugins.Network { [gView.Framework.system.RegisterPlugIn("5b2818b1-2a80-4390-9ca7-2e363cdc1027")] public class NetworkRibbonTab : ICartoRibbonTab { p...
using Microsoft.AspNetCore.Hosting; using System.IO; #if NET461 using System.Linq; using Microsoft.AspNetCore.Hosting.WindowsServices; #endif namespace IDI.Digiccy.Transaction.Service { public class Program { public static void Main(string[] args) { var host = BuildWebHost(args); ...
 using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows.Forms; using System.Runtime.InteropServices; namespace SMS { public partial class Form1 : Form { ...
using System.Data.Entity; using WebApi_LinkManager.Entities; namespace WebApi_LinkManager.DAL { public class LinkContext : DbContext { public LinkContext() : base("name=LinkDBConnectionString") { Database.SetInitializer<LinkContext>(new LinkManagerDbInitializer()); } ...
using UnityEngine; using Thesis.Interface; namespace Thesis { public class DrawableObject : ProceduralObject, IDrawable, ICombinable { /*************** FIELDS ***************/ public string name; public Material material; public MeshF...
using System; namespace Login { class Program { public static string Reverse(string s) { char[] charArray = s.ToCharArray(); Array.Reverse(charArray); return new string(charArray); } static void Main(string[] args) { strin...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace _51_HomeWork { class Program { static void Main(string[] args) { int counter = 0; while (true) { Console.WriteLine("...
using Assets.Scripts.Fabric; using Assets.Scripts.Model; using System; using System.Collections; using TapticPlugin; using UnityEngine; namespace Assets.Scripts.Controller { public class BlockController : MonoBehaviour { public delegate void BlockStacked(); public BlockStacked onBlockStacked...
using System; using System.Collections.Generic; using System.Text; namespace CSharp.FileGenerate.Model { public enum MessageType { Header = 10, Record = 20, Trailer = 30 } public class HeaderFile { public MessageType MessageType { get; set; } = MessageType.Header; ...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class TestText : MonoBehaviour { public static TestText instance; public Text HitStatus; public float Delay; float Timer; private void Awake() { instance = this; ...
using UnityEngine; using UnityEditor; using System.Collections; class DistributeObjects : EditorWindow { Transform startTransform; Transform endTransform; // bool rotate = false; [MenuItem("Window/Distribute Objects")] public static void ShowWindow() { EditorWindow.GetWindow(typeof(DistributeObjects)); } ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using IWorkFlow.DataBase; namespace IWorkFlow.ORM { //Para_BizTypeDictionary [Serializable] [DataTableInfo("Para_BizTypeDictionary", "id")] public class Para_BizTypeDictionary : QueryInfo { /...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using Framework.Core.Common; using Framework.Helpers.Pages.FastAction; using NUnit.Framework; namespace Framework.Tests.Oberon.FastAction { public class FastActionSignUpAccount { private Driver _driver; ...
using SimpleJSON; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; public class Ball : MonoBehaviour { [Header("Ball Properties")] public int id; public Renderer renderer; public TrailRenderer trail; public float ballSpeed; List<Ve...
using System; using System.Collections.Generic; using System.ComponentModel; using System.ComponentModel.DataAnnotations.Schema; using System.Linq; using System.Text; using System.Threading.Tasks; namespace ClientAdminFastFood.Models { class Account { public int Ma { get; set; } public string ...