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using System.Collections; using System.Collections.Generic; using UnityEngine; using FMODUnity; using FMOD.Studio; public class Food : Collectable { public Vector3 dir; [FMODUnity.EventRef] public string path; EventInstance collectionSound; public override void Collected() { if (!isC...
using System; using System.Collections.Generic; namespace DatingApp.API.Model { public partial class Users { public Users() { LikesLikee = new HashSet<Likes>(); LikesLiker = new HashSet<Likes>(); MessageRecipient = new HashSet<Message>(); Message...
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 Library_App.Class_Lib; namespace Library_App.Forms { public partial class ReturnForm : Form ...
using System; using System.Collections.Generic; using System.Linq; using System.Net; using System.Net.Sockets; using System.Text; using System.Threading.Tasks; namespace SincroPelis { class Server { private Socket _serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.T...
using UnityEngine; using System.Collections; public class CrossHair : MonoBehaviour { private GameObject Player; private GameObject ShotGun; public GameObject projectile; public AudioClip shotGunShot; private CharacterControl ptrCharacterControl; public GameObject crossHairTexture; public bool crossHair =true;...
using System; using UnityEngine; public class Wall { private Action<Wall> notifyDestroy; public enum WallType { Half, Full //if there is no wall the object is null } public Vector2 getStartPoint() { float startX = x - 0.5f; float startY = y - 0.5f; switch...
using System; namespace Square_Stars { class Program { static void Main(string[] args) { int n = int.Parse(Console.ReadLine()); for (int z = 1; z <= n; z++) { if (z==1 ||z==n) { Console.Write(new String('*'...
using AutoMapper; using Teste_CRUD_CiaTecnica.Domain.Entities; using Teste_CRUD_CiaTecnica.Presentation.MVC.ViewModels; namespace Teste_CRUD_CiaTecnica.Presentation.MVC.Mappers { public class AutoMapperConfig { public static void RegisterMappings() { Mapper.Initialize(x => ...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class ObjectManager : MonoBehaviour { public static ObjectManager instance; public GameObject enemySPrefab; public GameObject enemyMPrefab; public GameObject enemyLPrefab; public GameObject bulletPlayerAPrefab; ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.SharePoint; using System.Configuration; using BELCORP.GestorDocumental.Common.Excepcion; using BELCORP.GestorDocumental.Common.Util; using BELCORP.GestorDocumental.Common; using BELCORP.GestorDocumental.DA.Sharepoint;...
using System; using Microsoft.EntityFrameworkCore; using Microsoft.EntityFrameworkCore.Metadata; #nullable disable namespace EFCoreDataBaseFirst { public partial class TestContext : DbContext { public TestContext() { } public TestContext(DbContextOptions<TestContext> options)...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class KillScript : MonoBehaviour { private float deathTimer = 0; // Use this for initialization void Start () { } // Update is called once per frame void Update () { deathTimer += Time.deltaTime; if (de...
using UnityEngine; using Quaternion = UnityEngine.Quaternion; using Vector3 = UnityEngine.Vector3; public class GenereObjetScript : MonoBehaviour { public GameObject prefab; public TraceData tracer; // Start is called before the first frame update void Start() { for (int k = 0; k < 10...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace LAB3 { class Date { public int Year { get; set; } public int Month { get; set; } public int Day { get; set; } public Date(int ayear, int amonth, int a...
// ----------------------------------------------------------------------- // <copyright file="NativeArray.cs" company="Microsoft Corporation"> // Copyright (c) Microsoft Corporation. All rights reserved. // </copyright> // ----------------------------------------------------------------------- namespace Microsoft.Ki...
using System; using System.Collections.Generic; namespace List { class Program { static void Main(string[] args) { List<string> list = new List<string>(); List<string> list2 = new List<string> {"Maria", "Vanessa", "Joao"}; list.Add(item:"Hamilton");...
using System; using System.Collections.Generic; using System.Linq; using System.Text; /******************************* * Created By franco * Description: ProcessCard *******************************/ namespace Kingdee.CAPP.Model { /// <summary> /// 工艺卡片 /// </summary> [Serializable] public class...
using UnityEngine; using System.Collections; public class BulletDamage : MonoBehaviour { public AudioClip shootSound; public AudioClip damageSound; void Start () { // Play shot sound on spawning AudioSource.PlayClipAtPoint (shootSound, Camera.main.transform.position); } void Update () { } ...
using System.Collections.Generic; using System.Web.Mvc; using CarDealer.App.Security; using CarDealer.Models.BindingModels.Sale; using CarDealer.Models.EntityModels; using CarDealer.Models.ViewModels.Sale; using CarDealer.Services; namespace CarDealer.App.Controllers { [RoutePrefix("sales")] public class Sale...
using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Xml; using System.Collections.Generic; using Newtonsoft.Json; namespace WebGames { public class LabelImage : ICanBeReadFromXml { public string imageUrl; public LabelImage(string _imageUrl) ...
using GUI.dto; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace GUI.Objects { class SpiffsFile : IInteractable { public string name { get; set; } public int size { get; set; } public bool canRead { get; set; }...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace PropertiesIndexators { class Exc1 { private char symb; public char Alphabet { get { if (symb < 'A' || symb > 'Z'...
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace FindAllCycles { class Edge { public int ID { get; private set; } public Node FromNode { get; set; } public Node ToNode { get; set; } public Edge(int edgeID, Node fromNode, Node toNo...
using System; #if !NET35 using System.Collections.Concurrent; #endif using System.Collections.Generic; using System.IO; using System.Runtime.InteropServices; using Vlc.DotNet.Core.Interops.Signatures; namespace Vlc.DotNet.Core.Interops { public sealed partial class VlcManager { private static readonly...
namespace QStore.Tests.Comparers { using System.Collections.Generic; public class SequenceComparer<T> : NullComparer<IEnumerable<T>> { private readonly IComparer<T> elementComparer; public SequenceComparer(IComparer<T> elementComparer) { this.elementComparer = elementC...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Text.RegularExpressions; using System.Threading.Tasks; namespace PredictiveTextEngine { public class Analyzer { private string _fullText { get; set; } private List<string> _sentences { get; set; ...
using System; using System.Collections.Generic; using System.Text; namespace Raiding.Models { public class Druid : Healed { private const int CONST_POWER = 80; public Druid(string name) : base(name, CONST_POWER) { } } }
using Microsoft.Xna.Framework.Audio; using System.Collections.Generic; namespace SuperMario.Sound { public sealed class SoundEffects { float masterVolume = 0.5f; private static readonly SoundEffects instance = new SoundEffects(); public static SoundEffects Instance { ...
using System; namespace lab2 { class Program { static void Main(string[] args) { int nn, nk; do { Console.Write("Enter nn: "); nn = Convert.ToInt32(Console.ReadLine()); } while (nn<0); do { ...
using LibModels; using LibModels.common; using System; using System.Collections.Generic; using System.Data; using System.Globalization; using System.IO; using System.Linq; using System.Web; using System.Web.Mvc; using TrungTamTienDat.Areas.Admin.Models; namespace TrungTamTienDat.Areas.Admin.Controllers { public c...
using gView.Framework.Data; using System; namespace gView.Framework.Extensions { static public class FieldExtenstions { static public object TryConvertType(this IField field, object val) { if (field == null || val == null) { return null; } ...
using System.Collections.Generic; using System.IO; using System.Reflection; using System.Text; using NSubstitute; using TypeGen.Cli.Business; using TypeGen.Core; using TypeGen.Core.Extensions; using TypeGen.Core.Generator; using TypeGen.Core.Logging; using TypeGen.Core.SpecGeneration; using TypeGen.Core.Storage; using...
using System.Collections.Generic; using System.ComponentModel.DataAnnotations.Schema; namespace TH2_CoreRazerContoso.Models { public class Course { [DatabaseGenerated(DatabaseGeneratedOption.None)] public int CourseID { get; set; } public string Title { get; set; } public int ...
using Newtonsoft.Json; namespace TF2Outpost.Models { public class SearchResults { public Meta Meta { get; set; } public Data Data { get; set; } } public class Meta { public int Code { get; set; } } public class Data { public string Type { get; set; } ...
using System; using System.Collections.Generic; using System.Text; namespace Ex03.GarageLogic { public class Electric : Engine { public Electric(float i_maxOfQuantity) :base (i_maxOfQuantity) { } public override void FuleVehicle(float i_quantityToAddInMinutes) // this function charge ...
using Clients.Common; using Common.Presentation; using Entity; using SessionSettings; using System; using System.Windows.Forms; namespace Info2257 { public partial class PhotoForm : SkinnableFormBase { #region Private Fields private int mActorId = 0; private string mConnectionString = String.Empty; private ...
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 learn_180314_2 { public partial class Form4 : Form { public Form...
using DmxController.ViewModels.Modules; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows; using System.Windows.Input; namespace DmxController.ViewModels { /// <summary> /// Représente le ViewModel utilisé pour la page d'ac...
using BassClefStudio.GameModel.Graphics.Commands.Turtle; using BassClefStudio.NET.Core.Primitives; using Microsoft.Graphics.Canvas.Geometry; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace BassClefStudio.GameModel { internal static clas...
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using Microsoft.AspNetCore.Http; using Microsoft.AspNetCore.Mvc; using Microsoft.EntityFrameworkCore; using Newtonsoft.Json; using POSServices.Models; using POSServices.WebAPIModel; namespace POSServices.Controllers { ...
using System; internal class TrailingZeroesInN { private static void Main() { Console.WriteLine("Infinite loop. If you want to stop, pres CTRL+C !!!"); while (true) { uint iNum; Console.Write("Enter positive integer number : "); if (uint.TryParse(Con...
using Microsoft.AspNetCore.Mvc.Rendering; using System.Collections.Generic; using ProjectCompany.Models; using System.Linq; using System; using System.ComponentModel.DataAnnotations; namespace ProjectCompany.ViewModels { public class EmployeeViewModel { [Required] public string Name {get; set;...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class GalleryImage : MonoBehaviour { private PictureGallery PictureGalleryScript; private Image PictureImage; void Start() { PictureGalleryScript = GetComponentInParent<PictureGallery>...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class LandmineScript : MonoBehaviour { [Header("Main")] public float timeToArm = 3f; public float radius = 5f; public float force = 500f; public float falloff = 0.9f; [Header("Assignables")] public MeshR...
namespace TestFCForm.CustomAjaxAttribute { /// <summary> /// 自定义Method /// </summary> public class ValidateTestMethod : IFKFormBase.IValidateMethod { public bool IsValid(string value) { if (value != null && value.Length > 10) { return false; ...
using XH.Infrastructure.Query; namespace XH.Queries.Categories.Queries { public class GetCategoriesTreeQuery : QueryBase { public string RootNodeId { get; set; } } }
using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; using SolidWorks.Interop.sldworks; namespace Kingdee.CAPP.Solidworks.RoutingPlugIn { public partial class SketchRefProcess : Form...
/* PrehistoricPBJ.cs * Modified by: Agustin Rodriguez */ using System.Collections.Generic; using System.ComponentModel; namespace DinoDiner.Menu { /// <summary> /// This class implements the menu item Peanut butter and jelly sandwich in Dino-Diner /// </summary> public class PrehistoricPBJ : Entree ...
using AutoMapper; using AutoMapper.QueryableExtensions; using Library.DataStorage.Contracts; using Library.DataTransferObjects.Common; using Library.Entities.Filters; using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace Library.Entities.Extensions { public static class F...
namespace iSukces.Code { public class CsEvent : ClassMemberBase { public CsEvent(string name, string type, string description = null) { Name = name; Type = type; Description = description; FieldName = "_" + name.ToLowerInvariant(); ...
using System.Windows; using CODE.Framework.Wpf.Controls; using CODE.Framework.Wpf.Mvvm; using CODE.Framework.Wpf.Theme.Geek.Standard; namespace CODE.Framework.Wpf.Theme.Geek.Classes { /// <summary> /// Standard features supported by the Geek theme /// </summary> public class GeekStandardFeatures : ITh...
using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; using System.Text.RegularExpressions; namespace Hospital { public partial class PatientUI : Form { publi...
using Properties.Core.Interfaces; using Properties.Core.Objects; namespace Properties.Infrastructure.Data.Mappers { public class CertificateMapper : IMapToExisting<Certificate, Certificate> { public bool Map(Certificate source, Certificate target) { target.MarkClean(); ...
#if !__MOBILE__ using System.Runtime.Versioning; using PublicApiGenerator; namespace Sentry.Testing; public static class ApiExtensions { public static Task CheckApproval(this Assembly assembly, [CallerFilePath] string filePath = "") { var generatorOptions = new ApiGeneratorOptions { ...
using FluentAssertions; using Inventory.Application.Contract; using Inventory.Domain._Inventory.Services; using NSubstitute; using Xunit; namespace Inventory.Application.Tests.Unit { public class InventoryServiceTests { private readonly InventoryService _inventoryApplication; private readonly I...
using CQRSWebAPI.DTOs; using CQRSWebAPI.Validation; using MediatR; using Microsoft.Extensions.Logging; using System; using System.Collections.Generic; using System.Linq; using System.Threading; using System.Threading.Tasks; namespace CQRSWebAPI.Behaviors { public class ValidationBehaviour<TRequest, TResponse> : I...
using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using System.Text; namespace lsc.Model { /// <summary> /// 用户答题题目 /// </summary> [Serializable] public class UserQuestions { [Key] public int Id { get; set; } /// <summary> ...
using System; using System.Collections.Generic; using System.Linq; namespace _02_Simple_Calculator { public class _02_Simple_Calculator { public static void Main() { var input = Console.ReadLine().Split().ToArray(); var resultStack = new Stack<string>(input.Reverse());...
using System.Collections; using System.Collections.Generic; using UnityEngine; using Valve.VR; using Valve.VR.InteractionSystem; public class ViveMovement : MonoBehaviour { Hand hand_left; Hand hand_right; bool leftTriggerDown = false; bool rightTriggerDown = false; bool leftTrackpadDown = false;...
using Newtonsoft.Json.Linq; using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Net; using System.Net.Http; using System.Reflection; using System.Web.Http; using CEMAPI.Models; using CEMAPI.BAL; using CEMAPI; namespace TEFuguePortfolioManagementAPI.Controllers { public...
using UnityEngine; using System; using System.Collections; using TreeSharpPlus; public class B4BehaviorInformant : MonoBehaviour { public GameObject friend; private Animator animator; // Use this for initialization void Start () { this.animator = this.GetComponent<Animator> (); } // Update is called once p...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class LevelManager : MonoBehaviour { public static LevelManager instance; public float respawnWaitTime, tabDuration; public int tabsCollected; private void Awake() { instance = this; } void Start()...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Newtonsoft.Json; namespace Turntable_Instruction_Handler { enum command { reset = 0, calibrate = 1, quarter = 2, fineTurn = 3 }; class TurnInstruction { public command command ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Core.Concrete.Exceptions { public class DuplicateObjectException : Exception { } }
using System; using System.ComponentModel; using System.Linq.Expressions; using System.Reflection; namespace WindowsUpdateNotifier { public class ViewModel : INotifyPropertyChanged { public event PropertyChangedEventHandler PropertyChanged; /// <summary> /// Raises the property change...
using Aps.Data; using Aps.Models; using Aps.Models.api; using Microsoft.EntityFrameworkCore; using System; using System.Collections.Generic; using System.Threading.Tasks; namespace Aps.Repositories { public class DenunciasRepo { private readonly Context _context; public DenunciasRepo(Context c...
using Nac.Common.Control; using Nac.Wpf.Common.Control; using System; using System.Collections.Generic; using System.Linq; using System.Reflection; using System.Text; using System.Threading.Tasks; namespace Nac.Wpf.SectionEditor.NetworkModel { public class NacWpfBlockSeqViewModel1 : NacWpfBlockViewModel1 { ...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Slider : MonoBehaviour { public List<Transform> checkPoints = new List<Transform>(); public int actualCheckPoint = 0; public float speed = 10; public ParticleSystem particles; public CircleCollider2D ball...
using UnityEngine; using System.Collections; public class CreditsGUI : MonoBehaviour { public void BackToMainMenu() { Application.LoadLevel(0); } }
using NBitcoin; using NBitcoin.RPC; using Nito.AsyncEx; using System; using System.Collections.Generic; using System.Diagnostics; using System.IO; using System.IO.Compression; using System.Linq; using System.Net; using System.Net.Http; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using S...
using System; using System.Collections.Generic; using System.Linq; using System.Net; using System.Web; using System.Web.Mvc; using TP.BusinessLayer; using TP.BusinessLayer.DeviceManagers; using TP.BusinessLayer.JobManagers; using TP.BusinessLayer.Results; using TP.BusinessLayer.RoleManagers; using TP.DataAc...
 // OnDrawGizmosで使用できるように、いつでもインクルード可能にしているが、 // Editorでのみ有効である必要があるので、ここで有効無効を切り替える #if UNITY_EDITOR using Unity.Mathematics; using static Unity.Mathematics.math; using System; using UnityEditor; using UnityEngine; namespace IzBone.Common { static internal partial class Gizmos8 { // Gizmoで描くか、Handleで描くか public ...
namespace _2.ManageStatistics { using System; using System.Linq; class CalculateStatisticData { //fileds private double maximumValue; private double oldValue; private int statisticCount; private double[] statisticDataArray; //properties public ...
using System; using System.Collections; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; //TODO: Add other using statements here namespace com.Sconit.Entity.MRP.ORD { [Serializable] public partial class MrpShiftPlanLog : EntityBase { #region O/R Mapping Properties ...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class WayPointObject : MonoBehaviour { void Start() { WayPointScript AI = FindObjectOfType<WayPointScript>(); AI.waypoints.Enqueue(gameObject); } void Update() { } }
using System; using Microsoft.VisualStudio.TestTools.UnitTesting; using TestStack.BDDfy; using Xunit; using MayaConnected.Scenarios; namespace MayaConnected.Stories { [Story(AsA = "As a Customer", IWant = "I want to see multiple windows on the native client", SoThat = "So that these support the na...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace DAL.Models { /// <summary> /// Заявление на получение ТС /// </summary> /// public enum DeclayerType { /// <summary> /// Владелец авто //...
using System; namespace Paging.Models { public class Pagination { public int Id { get; set; } public string Item { get; set; } } }
using Microsoft.AspNetCore.Http; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Web; namespace DataAccess.Domain { public class ProductViewModel { /// <summary> /// 商品ID /// </summary> public stri...
using System; using System.Threading; using System.Threading.Tasks; using DotNetty.Transport.Channels; using Grains; using Grains.Objects; using Grains.Observers; using Orleans; using ProxyCommands; using SocketProxy.Handlers; namespace SocketProxy.Users { public class UserContext : IDisposable, IUserConnectionOb...
using System; using UnityEngine; public class IntVariable : ScriptableObject, ISerializationCallbackReceiver { public int initialValue; [NonSerialized] public int value; public void OnAfterDeserialize() { value = initialValue; } public void OnBeforeSerialize() { } }
using AutoMapper; using MAS.Models; using MAS.Models.ViewModel; using System; using System.Collections.Generic; using System.Text; namespace MAS.BusinessLogic.Factories { internal static class EmployeeFactory { private static IMapper _mapper; private static IMapper Mapper { ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace MyShop.Core.Model { public class ProductCategory:BaseEntity { public string Category { get; set; } } }
namespace ExpenseBucket.Core.Entities { public class UserClaim { private User _user; public int ClaimId { get; set; } public string ClaimType { get; set; } public string ClaimValue { get; set; } public string UserId { get; set; } public virtual User User ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace MyIVDatabase { public class Queries { public static string Pokemon { get { return "SELECT name, HpIV, AttackIV, DefenseIV, SpAtt...
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; namespace Boxes.Helpers.AutoGrid { public struct Box : IComparable { //To be used to save and load boxes. public bool IsVisible { get; set; } public int Row { get; init; } public in...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class CameraAxle : MonoBehaviour { float speed = 60f; void Update () { if (Input.GetKey("left")) { Rotate(Vector3.up); } if (Input.GetKey("right")) { Rotate(Vector3.down); } } void Rotate(Vecto...
using DelftTools.Functions.Generic; using NUnit.Framework; namespace DelftTools.Functions.Tests { [TestFixture] public class MultiDimensionalArrayEnumeratorTest { [Test] public void EnumerateEmptyArray() { IMultiDimensionalArray<int> array = new MultiDimensionalArray<in...
using INOTE.Core.Repository; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace INOTE.Core { public interface IUnitOfWork : IDisposable { IUserRepository Users { get; } INoteRepository Notes { get; } int Complet...
namespace ANSI { public static class DisplayAttributes { public static string Reset => "\x1b[m"; public static string Bold => "\x1b[1m"; public static string Faint => "\x1b[2m"; public static string Italic => "\x1b[3m"; public static string Underline => "\x1b[4m"; ...
namespace DelftTools.Functions.Filters { public interface IComponentFilter : IVariableFilter { } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace EquipmentManage.Model { //实体类,用来封装数据 class UserBorrow { public int Id { get; set; }//数据库中的表的Id public string ApparatusName { get; set; } //器械名称 public string BorrowDate{ get; set; }//借用...
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using DG.Tweening; public class AimAssist : MonoBehaviour { private PlayerController player; public SpriteRenderer selectionGradient; public SpriteRenderer playerArrow; public SpriteRenderer targetArrow; ...
using System; using System.ComponentModel.DataAnnotations; using System.ComponentModel.DataAnnotations.Schema; namespace Wba.StovePalace.Models { public class OrderDetail { public int Id { get; set; } [ForeignKey("Order")] public int OrderId { get; set; } [ForeignKey("Stove")...
using UnityEngine; using System.Collections; using UnityEngine.SceneManagement; public class Instanciar : MonoBehaviour { [SerializeField] GameObject[] npc, posInstanciar; bool existeNpc; float contador; int numerosInstan = 0; void Start(){ } void Update(){ Instanciando (); } void Instanciando(){ if ...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class PlayerScript : MonoBehaviour { public Transform cP1; public Transform cP2; public Transform cP3; public Transform Chase1; public Transform Chase2; private bool IsCP1C...
using System; using System.Collections.Generic; using System.Text; namespace ScriptKit { public enum JsPromiseState { JsPromiseStatePending = 0x0, JsPromiseStateFulfilled = 0x1, JsPromiseStateRejected = 0x2 } }
using GasolinerasShell.Models; using GasolinerasShell.Viewmodels; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Xamarin.Forms; using Xamarin.Forms.Xaml; namespace GasolinerasShell.Views { [XamlCompilation(XamlCompilationOpti...
using System; using System.Collections.Generic; using System.Linq; namespace ThirdLesson { public class functions { public static List<double> createGradesList() { List<double> grades = new List<double>(); double grade = 0; while (grade != -1) ...
namespace DecryptingMessage { using System; public class StartUp { public static void Main() { int key = int.Parse(Console.ReadLine()); int num = int.Parse(Console.ReadLine()); string decrypt = ""; for (int i = 0; i < num; i++) {...