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using System; using System.Collections.Generic; using System.Linq; using System.Security.Cryptography.X509Certificates; using System.Text; using System.Threading.Tasks; namespace St.Eg.M1.Ex1.OOP.Model8 { public interface IRepository { T Retrieve<T>(string id) where T : EntityBase; void Save<...
using System.Linq; using System.Collections.Generic; using System; using Microsoft.VisualStudio.TestTools.UnitTesting; using StringReplicator.Core.Helpers; using StringReplicator.Core.Operations.History; using Voodoo.Messages; namespace StringReplicator.Tests.Operations.History { [TestClass()] publ...
using System; using System.Collections.Generic; using ContentPatcher.Framework.Conditions; using ContentPatcher.Framework.Constants; using Pathoschild.Stardew.Common.Utilities; using StardewValley; namespace ContentPatcher.Framework.Tokens.ValueProviders { /// <summary>A value provider for the player's professions...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using Android.App; using Android.Content; using Android.Graphics; using Android.Graphics.Drawables; using Android.OS; using Android.Runtime; using Android.Views; using Android.Widget; using Cashflow9000.Adapters; using Cashflow9000....
namespace Igorious.StardewValley.DynamicApi2.Constants { public enum ToolID { ReturnScepter = 2, MilkPail = 6, Shears = 7, Pan = 12, WateringCan = 296, } }
using IPA.Utilities; using MultiplayerExtensions.Environments; using MultiplayerExtensions.OverrideClasses; using MultiplayerExtensions.UI; using UnityEngine; using Zenject; namespace MultiplayerExtensions.Installers { class MPMenuInstaller : MonoInstaller { public override void InstallBindings() ...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.SceneManagement; public class Experiment_Ctrl : MonoBehaviour { public GameObject SMI_Prefab; float stimulus_eye_dist = 57.2285103656461f; public float sample_rate; public float stim...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayAnimation : MonoBehaviour { // This script file uses for single object with single animation. // The name of the animation should be the same as the object name. private Animator anim; private string anim...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Dapper.DBContext; using System.Security.Cryptography; using EBS.Infrastructure.Extension; using EBS.Domain.Entity; using EBS.Infrastructure.Caching; namespace EBS.Domain.Service { public class ...
using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using System.Text; using System.Linq; namespace EntityLayer { public class DebitCardValidator { [CreditCard] public string DebitCardNumber { get; set; } /// <summary> /// This class us...
using System; using System.Collections.Generic; using System.Drawing; using Painter.WinForms.Tools.DrawingTools; using Rectangle = Painter.WinForms.Tools.DrawingTools.Rectangle; namespace Painter.WinForms { /// <summary> /// Represent application settings /// </summary> public class StartupParams ...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; /* Displays the name of the chracter /* References the players neck for display location */ public class NameLabel : MonoBehaviour { public GameObject playerRef; public float distanceAboveHead; // 0.33 is goo...
using Def; using NStandard.Flows; using System; using System.Linq; using System.Text; using System.Text.RegularExpressions; using Xunit; namespace NStandard.Test { public class StringExtensionsTests { [Fact] public void CommonTest() { var ds = "123"; Assert.Equ...
using DataAccess.Context; using DataAccess.Repository; using Ninject.Modules; namespace Services.DependencyInjection { public class BlogModule : NinjectModule { public override void Load() { Bind<IBlogRepository>().To<BlogRepository>(); Bind<IContextFactory>().To<Contex...
using System; using System.ComponentModel; using System.Windows.Forms; using System.Xml; namespace TemplateEditor { public partial class Form1 : Form { bool Saved = false; string filename=""; public Form1() { InitializeComponent(); } pu...
using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Reflection; using System; using System.Linq; public static class Blocks { public const int Air = 0, Dirt = 1, Grass = 2, Stone = 3, Sand = 4, Log = 5, Leaves = 6, Wat...
using System; using System.Collections.Generic; using System.Linq; using System.Reflection; using Lussatite.FeatureManagement.SessionManagers; namespace RimDev.AspNetCore.FeatureFlags { public class FeatureFlagsSettings { public FeatureFlagsSettings(IEnumerable<Assembly> featureFlagAssemblies) ...
using System.Web.Mvc; namespace LiveTest.Controllers { public class EmptyController : Controller { // GET: Empty public ActionResult Index() { return View(); } } }
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 WinFormsWCF_TournamentGenerator.ServiceReference1; using System.Linq; namespace WinFormsWCF_Tourna...
using System; using System.Collections; using System.Collections.Generic; using System.IO; using System.Text; using UnityEditor; using UnityEngine; namespace TG.AssetBundleRM { public class AssetBundleEditor : Editor { private static string DependenciesDirectory = Path.Combine(Application....
using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.Mvc; namespace MVC_Music.Controllers { public class CookieController : Controller { // GET: Cookie public ActionResult Index(string val) { HttpCookie c = Request.Cookies.Ge...
using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using M220N.Models; using MongoDB.Bson; using MongoDB.Bson.Serialization.Conventions; using MongoDB.Driver; using NUnit.Framework; namespace M220NLessons { /// <summary> /// This Test Class shows the code used in the Basic Writ...
using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; using System.Threading.Tasks; namespace EquationSolver { class Utilities { static char[] numberChars = { '-', '+', '.', '0', '1', '2', '3', '4', '5', '6', '7', '8', '9' }; /// <summary> ...
using System.Collections.Generic; using Atc.Rest.Extended.Options; using AutoFixture.Xunit2; using FluentAssertions; using Microsoft.AspNetCore.Authentication; using Microsoft.AspNetCore.Authentication.JwtBearer; using Microsoft.Extensions.Options; using Xunit; namespace Atc.Rest.Extended.Tests.Options { public c...
using AutoMapper; using Efa.Application.Interfaces; using Efa.Application.ViewModels; using Efa.Domain.Entities; using Efa.Domain.Interfaces.Services; using Efa.Infra.Data.Context; using System; using System.Collections.Generic; namespace Efa.Application.AppService { public class NotasAppService : AppServiceBase<...
namespace Sample { public interface ICommand<TResult> { } }
using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; using log4net; using EasyDev.BL; using SQMS.Services; using SQMS.Services.Domain.Vehicle; using System.Data; using System.Web.Script.Serialization; using EasyDev.Util; ...
using System; using System.ComponentModel.DataAnnotations; using FIMMonitoring.Domain.Enum; namespace FIMMonitoring.Domain { public class ImportError : EntityBase { #region Properties public ErrorSource ErrorSource { get; set; } public ErrorLevel ErrorLevel { get; set; } publ...
using System.IO; using Work.HTTP; using Work.HTTP.Response; using Work.MVC; namespace SlusApp.Controllers { public class StaticFilesController : Controller { public HttpResponse Bootstrap() { return new FileResponse(File.ReadAllBytes("wwwroot/css/bootstrap.min.css"),"text/css"); ...
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class ObjectA : MonoBehaviour { // Use this for initialization public int poder; private Transform tf; private Renderer rend; void Start() { GameController.Atacar += poder =...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using SharpDX; using SharpDX.Toolkit; namespace Project { //Abstract class inherited by any object with physics abstract public class PhysicalObject : GameObject { public Vector3 vel...
using System; using System.Collections; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.Profile; using System.Web.UI; using System.Web.UI.WebControls; using DLib.DAL; using BLL.DLib; public partial class Controls_Admin_UserProfile : System.Web.UI.Page { private static DlibE...
using UnityEngine; using UnityEngine.UI; using System.Collections; using System.Collections.Generic; public class RealAngusController : MonoBehaviour { public GameObject realAngusElementButtonPrototype; public GameObject parentScreen; public RealAngusTextWidget realAngusTextWidget; public RealAngusSelectedButtonP...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class RotateHeal : MonoBehaviour { void FixedUpdate() { transform.Rotate(new Vector3(0, 100, 0) * Time.fixedDeltaTime); } }
using System.Collections.Generic; using WebsiteManagerPanel.Data.Entities.Base; namespace WebsiteManagerPanel.Data.Entities { //Her bir sayfaya, yani Controller’a karşılık gelen yetki tablosudur. public partial class RoleGroup:Entity { public string GroupName { get; set; } public bool IsAc...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace CheckAvability.Common { public class Configuration : IConfiguration { private string baseUrl { get; set; } = "https://reserve-hk.apple.com/HK/en_HK/"; //priv...
using UnityEngine; using System.Collections; [RequireComponent( typeof ( Rigidbody ) )] public abstract class Ship : TNBehaviour { //Madatory check for if a player is on this ship //public abstract bool ContainsPlayer( TNet.Player check ); //A list of enemy ships this ship can see protected TNet.List<GameObjec...
namespace Docller.Core.Models { public abstract class FileBase : BlobBase { public string Title { get; set; } public string DocNumber { get; set; } public string Revision { get; set; } public string Notes { get; set; } public string Status { get; set; } public lo...
using System; using System.Globalization; namespace NStandard { public static class DateTimeEx { /// <summary> /// Gets the DateTime(UTC) of UnixMinValue. /// </summary> /// <returns></returns> public static readonly DateTime UnixMinValue = new(1970, 1, 1, 0, 0, 0, Date...
using System.Collections.Generic; using Breeze.AssetTypes.DataBoundTypes; using Breeze.Helpers; using Breeze.Screens; using Breeze.Services.InputService; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Breeze.AssetTypes { public class SinglePixelLineAsset : KeyedAsset { ...
using gView.DataSources.VectorTileCache; using gView.Framework.Data; using gView.Framework.IO; using gView.Framework.system.UI; using gView.Framework.UI; using gView.Win.DataSources.VectorTileCache.UI.Explorer.Dialogs; using System; using System.Collections.Generic; using System.Threading.Tasks; using System.Windows.F...
using System; namespace CryptoLab.Infrastructure.Commands.Auth { public interface IAuthCommand : ICommand { Guid UserId { get; set; } } }
using Microsoft.VisualStudio.TestTools.UnitTesting; using EditGraph; namespace GraphUnitTest { [TestClass] public class EditCraphTest { [TestMethod] public void TestAddVertex() { GraphWirth a = new GraphWirth(); bool expected = true; bool actual ...
using System; namespace CursoCsharp.ClassesEMetodos { class DesafioAcessarAtributo { int a = 10; public static void Executar() { //Acessar a variavel "a" dentro do metodo executar! //Console.WriteLine(a); // vou acessar a instancia DesafioAcessarAt...
using UnityEngine; using System.Collections; public class CameraFollow : MonoBehaviour { private Entity target; public Camera cameraComponent; private int baseCullingMask; private void Start() { cameraComponent = GetComponent<Camera>(); baseCullingMask = cameraComponent.cullingMask; EventHu...
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; namespace tr { public partial class menu : Form { game1 game1 = new game1(); gam...
using System; using System.Collections; using System.Linq; using UnityEngine; using VRUI; using SongLoaderPlugin; using NLog; using SongLoaderPlugin.OverrideClasses; namespace TwitchIntegrationPlugin.UI { public class LevelRequestFlowCoordinator : FlowCoordinator { private MenuSceneSetupData _menuScen...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.IO; using System.Windows; namespace Arduino_Alarm.SetAlarm.GetSchedule { public class Settings { public int Subgroup { get; set; } public string Minor { get; set; }...
namespace JhinBot.Interface { public interface IValidator { (bool success, string errorMsg) Validate(string input); } }
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using System.Windows.Forms; namespace _3._2_ProtectedData { static class Program { /// <summary> /// ProtectedData é utilizada para proteger dados definidos pelo usuário. Essa classe não exige outr...
using Cricetidae.Helper; using Shouldly; using Xunit; namespace Cricetidae.Tests { public class BonusTextAnalyserText { [Fact] public void AnalyseBonusText_bonusTextFromFor() { var fromPrice = 0; var forPrice = 800; var amountOfProducts = 1; ...
using System; namespace Iterator { class Program { static void Main(string[] args) { var concretAggregate = new ConcretAggregate(); concretAggregate[0] = "Item A"; concretAggregate[1] = "Item B"; concretAggregate[2] = "Item C"; concre...
using Compent.Shared.DependencyInjection.Contract; using Uintra.Core.Activity; using Uintra.Core.Feed.Services; using Uintra.Features.Notification.Services; using Uintra.Features.Social; using Uintra.Features.Social.Entities; namespace Uintra.Infrastructure.Ioc { public class SocialInjectModule: IInjectModule { p...
using System; namespace Win_Lose { class Program { static void Main(string[] args) { Console.WriteLine("Pick a number: 1-10"); string userValue = Console.ReadLine(); if (userValue == "8") { string message = "You Win!"; ...
namespace P01PermutationsWithoutRepetitions { using System; public class EntryPoint { private static string[] sequence; public static void Main() { sequence = Console.ReadLine().Split(); Gen(0); } private static void Gen(int index) ...
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; namespace ej_productos { public partial class Form1 : Form { public For...
using System; namespace DelftTools.Utils.UndoRedo { public class UndoRedoEventArgs : EventArgs { public IMemento Memento { get; set; } } }
using EntityFrameworkCore.BootKit; using Newtonsoft.Json.Linq; using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using System.ComponentModel.DataAnnotations.Schema; using System.Text; namespace Quickflow.Core.Entities { public class ActivityInWorkflow : DbRecord, IDbReco...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.IO; namespace Task2 { class Program { public static bool Prime(int a) // булевая функция для проверки протое ли число { if (a <= 1) //...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Inventory : MonoBehaviour { public List<Item> inventoryItems = new List<Item>(); ItemDatabase itemDatabase; [SerializeField] private UIInventory uiInventory; private void Awake() { it...
using System; using System.Web.Mvc; namespace Tomelt.Mvc.AntiForgery { [AttributeUsage(AttributeTargets.Method)] public class ValidateAntiForgeryTokenTomeltAttribute : FilterAttribute { private readonly bool _enabled = true; public ValidateAntiForgeryTokenTomeltAttribute() : this(true) {} ...
using System; using System.Data; using System.Configuration; using System.Collections; using System.Web; using System.Web.Security; using System.Web.UI; using System.Web.UI.WebControls; using System.Web.UI.WebControls.WebParts; using System.Web.UI.HtmlControls; public partial class Administration_Reports_Rpt_SummaryRe...
using System.Collections; using System.Collections.Generic; using UnityEngine; using TMPro; using System; public class ScoreMonitor : MonoBehaviour { TextMeshProUGUI scoreText; GameStatus gameStatus; // Use this for initialization void Start () { //Debug.Log("Execute start method"); ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Reflection; using System.Data; using System.Collections; namespace CRL.Order.ProductOrder { /// <summary> /// 产品订单维护 /// </summary> public class ProductOrderBusiness<TType, TModel> : OrderBusiness<TType,...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using TP.BusinessLayer.Abstract; using TP.Entities; namespace TP.BusinessLayer.JobManagers { public class JobAnsManager:ManagerBase<Job_Ans> { } }
using ChatBot.Domain.Core; using ChatBot.Domain.Services.OpenData.Conf; using ChatBot.Entities; using Microsoft.Extensions.Options; using Newtonsoft.Json.Linq; using System.Collections.Generic; using System.Linq; namespace ChatBot.Domain.Services.OpenData { public class OpenDataService : IOpenDataService { ...
using System; using System.Xml.Serialization; using System.Collections.Generic; using Top.Api; namespace DingTalk.Api.Response { /// <summary> /// OapiChatGetResponse. /// </summary> public class OapiChatGetResponse : DingTalkResponse { /// <summary> /// chat_info /// </summ...
using System; using System.Collections.Generic; using System.ComponentModel; using System.IO; using System.Linq; using System.Runtime.CompilerServices; namespace WpfApp4 { public class FolderViewModel : INotifyPropertyChanged, IExpandable { private List<FolderViewModel> _subItems; public Folde...
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace ReSharper.Console { class Program { static void Main(string[] args) { new TestGenericOuter<int>(); } } public class TestGeneric<T> { } public class TestGen...
using System; using Microsoft.EntityFrameworkCore; using Microsoft.EntityFrameworkCore.Internal; using Microsoft.Extensions.Configuration; using Pobs.Domain; using Pobs.Web.Helpers; using Pomelo.EntityFrameworkCore.MySql.Infrastructure; namespace Pobs.Tests.Integration.Helpers { internal static class Te...
using PopulationFitness.Models.Genes; using PopulationFitness.Models.Genes.Cache; using PopulationFitness.Models.Genes.Fitness; using PopulationFitness.Models.Genes.Performance; using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; namespace PopulationFitness.Models { /** ...
using System.Windows.Controls; using System.Windows.Input; namespace ServiceCenter.View.Repair { public partial class PageOrderWorkAdd : Page { public PageOrderWorkAdd() { InitializeComponent(); } private void TextBox_PreviewTextInput(object sender, TextComposition...
using Core; using DBCore; using MaterialDesignThemes.Wpf; using ServiceCenter.Helpers; using ServiceCenter.View.Repair; using System; using System.Collections.Generic; using System.Collections.ObjectModel; using System.Linq; using System.Windows; using System.Windows.Input; namespace ServiceCenter.ViewModel.Repair { ...
using UnityEngine; using System.Collections; public class ActionTreasureSet : MonoBehaviour { //ボタンの宝番号 public int treasureNum = 0; //スプライトリスト public Sprite[] buttonSprite; //プレイヤーアクション4のチェックボタン public CheckFrameYesButton cfyb; // Use this for initialization void Start () { } // Update is call...
namespace DemoSite.Services { #region namespaces using System; using System.Management.Automation; using System.Management.Automation.Runspaces; using System.Collections.ObjectModel; using System.IO; using System.Collections; using DemoSite.Models; #endregion public...
using System; using System.Collections.Generic; using System.Reflection; using Atc.CodeAnalysis.CSharp.SyntaxFactories; using Atc.XUnit; using Microsoft.CodeAnalysis.CSharp.Syntax; using Xunit; using Xunit.Abstractions; namespace Atc.CodeAnalysis.CSharp.Tests { public class CodeComplianceTests { // ReS...
using System.Collections; using System.Collections.Generic; using UnityEngine; [ExecuteInEditMode] public class T : MonoBehaviour { LightmapData[] m_savedSceneLightmapData; [System.Serializable] public struct CustomLightmaps { public Texture2D lightmapColor; public Texture2D lightmapDir; ...
using System; using System.Collections.Generic; using System.IO; using System.Xml; using System.Xml.Serialization; using Microsoft.SqlServer.TransactSql.ScriptDom; namespace SSDTDevPack.Common.Settings { public class Settings { public Settings() { GeneratorOptions = new SqlScriptGe...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class RoomTemplates : MonoBehaviour { public GameObject[] startRooms; public GameObject[] topRooms; public GameObject[] bottomRooms; public GameObject[] leftRooms; public GameObject[] rightRooms; public GameO...
namespace Witsml.Extensions { public static class StringExtensions { public static bool IsNumeric(this string input) { return double.TryParse(input, out _); } public static string NullIfEmpty(this string value) { return string.IsNullOrEmpty(value)...
using System; using System.Linq; using System.Threading.Tasks; using System.Linq.Expressions; using System.Collections.Generic; using Microsoft.AspNetCore.Mvc; using Microsoft.AspNetCore.Http; using Microsoft.EntityFrameworkCore; using VipcoSageX3.Services; using VipcoSageX3.ViewModels; using VipcoSageX3.Models.Sage...
// <copyright file="SharedSettingsTests.cs" company="Morten Larsen"> // Copyright (c) Morten Larsen. All rights reserved. // Licensed under the MIT license. See LICENSE.txt file in the project root for full license information. // </copyright> using System; using AspNetWebpack.AssetHelpers.Testing; using FluentAsserti...
using System; namespace ConsoleApplication1 { class SexException : Exception { public SexException() : base() { } public SexException(string mes) : base(mes) { } } }
using SQLite; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Client.Features.Jobs.Models { public class JobConfigurationDuplicates { [PrimaryKey] public Guid Id { get; set; } public Guid JobId { get...
using System; using System.Collections.Generic; using Kattis.IO; public class PlantingTrees { static public void Main () { Scanner scanner = new Scanner(); BufferedStdoutWriter writer = new BufferedStdoutWriter(); string a = scanner.Next(); string b = scanner.Next(); i...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class ParticleEffect_Timer : MonoBehaviour { ParticleSystem _particlesystem; //Storing the attached Particle system public bool BInfinite = false;//Is this Endless void Start(){ _particlesystem = GetComponent<ParticleSystem> ...
using Barebone.Common.Services.Interfaces; using Barebone.Common.ViewModels.Base; using MvvmCross.Core.Navigation; using MvvmCross.Core.ViewModels; namespace Barebone.Common.ViewModels { public class HomeViewModel : BaseViewModel<HomeViewModel.Parameters> { bool _hasInternet = true; public cla...
using System; using System.Windows.Controls; namespace MinecraftToolsBox.Commands { /// <summary> /// EntityHostile.xaml 的交互逻辑 /// </summary> public partial class EntityHostile : Grid { public EntityHostile() { InitializeComponent(); } public void Enable...
using UnityEngine; using System.Collections; public class Obstacle : MonoBehaviour { public string obstacleName; public string deathMessage; public enum Direction { Up, Down } public Direction dir; void Awake() { Destroy (gameObject, 10); tag = "Enemy"; } void Update() { if (dir == Direction.Do...
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using Microsoft.AspNetCore.Http; using Microsoft.AspNetCore.Mvc; using ppedv.Planner.Logic; using ppedv.Planner.Model; namespace ppedv.Planner.UI.Web.Controllers { public class MitarbeiterController : Controller {...
using gView.Framework.UI; using System.Windows.Forms; namespace gView.Framework.Symbology.UI { internal partial class PropertyForm_SimpleTextSymbol : Form, IPropertyPageUI, gView.Framework.Symbology.UI.IPropertyPanel { private ITextSymbol _symbol = null; public PropertyForm_SimpleTextSymbol() ...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class UIOff : MonoBehaviour { public GameObject UI; public GameObject UILESSON; public GameObject PlayButton; public GameObject PauseButton; public GameObject MenuPlane; //public GameObject M...
using Content.Shared.Sound; using Robust.Shared.Prototypes; using Robust.Shared.Serialization; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype; using Robust.Shared.Utility; namespace Content.Server.Weapon.Ranged.Ammunition.Components { /// <summary> /// Allows this entity to ...
using System; namespace Puppeteer.Core.Planning { public interface IAStarNode : External.IFastPriorityQueueNode, IEquatable<IAStarNode> { /// <summary> /// In A* referred to as F. G (path cost) and H (heuristic cost) combined. (f = g + h) /// </summary> float GetCost(); /// <summary> /// In A* referred...
using AutoTests.Framework.Web.Attributes; using AutoTests.Framework.Web.Common.Handlers; namespace AutoTests.Framework.Web.Common.Elements { public class Input : CommonElement { [FromLocator] private string Locator { get; set; } public Input(WebDependencies dependencies) : base(depend...
using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; public partial class TelaInicial : System.Web.UI.Page { public static void VerificaLogin() { if (HttpContext.Current.Session["autenticado"] == null || ...
using UnityEngine; public class ChangeBackground : MonoBehaviour { public Sprite[] background; // Start is called before the first frame update void Start() { this.gameObject.transform.GetChild(0).GetChild(0).GetComponentInChildren<SpriteRenderer>().sprite = background[Levels.backgroundScene]...
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using SuperMario.ScoreSystem; using SuperMario.Sound; namespace SuperMario { public sealed class HUDController { SpriteFont currentFont; long timeCounter; long limitInTicks = 4000000000; readonly int hurryTi...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Web.Mvc; namespace Gibe.CacheBusting { public static class UrlExtensions { public static string Asset(this UrlHelper url, string filename) { var manifest = DependencyResolver.Curre...
using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using System.ComponentModel.DataAnnotations.Schema; namespace WebShop.API.Models { public class CATEGORIES { [Key] [DatabaseGenerated(DatabaseGeneratedOption.None)] public int ID { get; set; } public...