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using UnityEngine; using System.Collections; public class BlacksmithAI : MonoBehaviour { //AI für den Schmied, der für den Spieler gegen Seelen dessen Ausrüstung aufwertet bool inRange; public GameObject upgrade; string dialog; GameObject upgradeInstance; void Start(){ inRange = false; dialog = "Hello " ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace InterviewCodings.DynamicProgramming { /// <summary> /// #1 - Find Sets Of Numbers That Add Up To 16 /// </summary> class FindNumberSetsSumToN { } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace PushoverQ { /// <summary> /// The bit bucket logger. /// </summary> class BitBucketLogger : ILog { /// <inheritdoc/> public void Trace(string format, params...
using System.Collections.Generic; using StudyEspanol.Data.Managers; using StudyEspanol.Data.Models; namespace StudyEspanol.UI.Screens { public partial class StudentScreen { #region Const Fields public const string STUDENT_SCREEN = "student_screen"; #endregion #region Initialization #endregion } }
using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using System.Linq; using System.Web; namespace LePapeo.Models { public class OpinionViewModel { [ScaffoldColumn(false)] public int id { get; set; } [Display(Prompt = "Valoracion", Description =...
using Microsoft.VisualBasic; using Newtonsoft.Json.Linq; using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using System.ComponentModel.DataAnnotations.Schema; using System.Linq; using System.Threading.Tasks; namespace HeladacWeb.Models { public class EmailLogEntry { ...
using System; using System.Collections.Generic; using System.Text; namespace game { class MapLocation : Point { // Constructor validate if point is on the map // Give constructor instance of the map object // This is done so we can check if map object is indeed on the map publi...
namespace PmSoft.Utilities { using System; public enum SymmetricEncryptType : byte { DES = 0, RC2 = 1, Rijndael = 2, TripleDES = 3 } }
using System.Collections; using System.Collections.Generic; using UnityEngine; /// <summary> /// This script controls non-playable character (NPC) walking behaviour. /// Certain NPCs will wander back and forth at the homebase. /// </summary> public class NPCWalk : MonoBehaviour { public float paceSpeed; Rigi...
namespace FirstWebApp.Data { public class Sound { public int Id { get; set; } public string Loudspeaker { get; set; } public string TreeFiveMMJack { get; set; } public string Other { get; set; } } }
using UnityEngine; using UnityEditor; using System.IO; using System; namespace CoreEditor.AssemblyPacker { public static class SaveImageAsSource { const string ScriptTemplate = @" public static partial class TextureByteArray {{ public static readonly byte[] {0} = new byte[]{{0x{1}}}; }} "; [...
using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using Amazon.DynamoDBv2.DataModel; using NotesApp.Complete.Model; namespace NotesApp.Complete.Repository { public class NoteRepository : INoteRepository { private readonly IDynamoDBContext context; public NoteR...
using UnityEngine; using System.Collections; public class MoveRex1 : MonoBehaviour { Animator anim; public GameObject firePrefab; //flamethrower prefab public Rigidbody wall; //wall of fire prefab public Rigidbody projectile; //projectile prefab public Transform fbSpawn;//spawn the projectile public Transform ...
using NutritionalResearchBusiness.DAL; using System; using System.Collections.Generic; using System.Linq; using System.Text; using NutritionalResearchBusiness.Dtos; namespace NutritionalResearchBusiness { public interface INRDataProcessService { //void CreateFoodNutritionsForTesting(List<FoodNutrition...
using System; namespace Arch.Data.Orm.sql { public interface IDataBridge { Boolean Readable { get; } Boolean Writeable { get; } Object Read(Object obj); void Write(Object obj, Object value); Type DataType { get; } } }
using FindSelf.Domain.SeedWork; using System; namespace FindSelf.Domain.Entities.UserAggregate { public class UserTransferSuccessEvent : IDomainEvent { public User User { get; } public User Recevier { get; } public decimal Amount { get; } public DateTime OccurredOn { get; } = D...
using PurificationPioneer.Const; using PurificationPioneer.Scriptable; using ReadyGamerOne.Utility; using ReadyGamerOne.View; using UnityEngine; namespace PurificationPioneer.Script { public class HomeSceneMgr : PpSceneMgr<HomeSceneMgr> { public Transform m_GenPoint; private GameObject m_Cur...
using System; using System.Collections.Generic; #nullable disable namespace DesiClothing4u.Common.Models { public partial class StorePickupPoint { public int Id { get; set; } public string Name { get; set; } public string Description { get; set; } public int AddressId { get; s...
using System; using StudyEspanol.Data; using StudyEspanol.Data.Managers; using StudyEspanol.UI.Views; namespace StudyEspanol.UI.Screens { public partial class SearchScreen : Screen { #region Const Fields public const string QUERY = "query"; public const string CONJUGATION = "conjugation"; public const strin...
namespace Plus.Communication.Packets.Outgoing.Messenger { internal class FindFriendsProcessResultComposer : MessageComposer { public bool Found { get; } public FindFriendsProcessResultComposer(bool found) : base(ServerPacketHeader.FindFriendsProcessResultMessageComposer) ...
using System; using System.Collections.Generic; using System.Xml.Linq; using System.Linq; using UnityEngine; namespace Yasl { public class Vector4Serializer : StructSerializer<Vector4> { public Vector4Serializer() { } public override void SerializeConstructor(ref Vector4 value,...
using System; namespace Tff.Panzer.Models.Geography { public enum WeatherZoneEnum { Desert = 0, Mediterrian = 1, WesternEurope = 2, EasternEurope = 3 } }
using System.Collections.Generic; namespace scrape_getfpv_com { public class Category { public string Name { get; set; } public string Link { get; set; } public List<Category> Children { get; set; } = new List<Category>(); public bool Checked { get; set; } = false; public int HowManyItems { ge...
/* * Bungie.Net API * * These endpoints constitute the functionality exposed by Bungie.net, both for more traditional website functionality and for connectivity to Bungie video games and their related functionality. * * OpenAPI spec version: 2.1.1 * Contact: support@bungie.com * Generated by: https://github.com...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace LostAndFound.Models { interface IUserModel { string name { get; set; } string lastName { get; set; } string username { get; set; } string email { get; s...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Utils { public class MicrosCheck { public string Pcws { get; set; } public string CheckNumber { get; set; } public string EdiNumber { get; set; } public...
using SQLite; namespace OPAM.Interface { public interface ISQLite { string PrepareAppPath(string fileName); SQLiteConnection GetConnection(); SQLiteConnection GetConnection(string filePath); } }
namespace Triton.Game.Mapping { using ns26; using System; [Attribute38("HeroCoin")] public class HeroCoin : PegUIElement { public HeroCoin(IntPtr address) : this(address, "HeroCoin") { } public HeroCoin(IntPtr address, string className) : base(address, className) ...
using UnityEngine; using System.Collections; public class TitleMenu : MonoBehaviour { // GUI Style for the background public GUIStyle backgroundStyle; // GUI Style for the play button public GUIStyle playButtonStyle; // GUI Style for the instructions button public GUIStyle instructionButtonStyl...
namespace JetBrains.Annotations { using System; using System.Runtime.CompilerServices; [BaseTypeRequired(typeof(Attribute)), AttributeUsage(AttributeTargets.Class, AllowMultiple=true, Inherited=true)] public sealed class BaseTypeRequiredAttribute : Attribute { [CompilerGenerated] p...
using Moq; using System; using System.Linq; using TreeStore.Model; using TreeStore.PsModule.PathNodes; using Xunit; namespace TreeStore.PsModule.Test.PathNodes { public class CategoryNodeTest : NodeTestBase { #region P2F node structure [Fact] public void CategoryNode_has_name_and_Item...
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 PrototypeSAD { public partial class eventDateDialog : Form { pub...
using UnityEngine; using System.Collections; public class moving : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void Update () { transform.Translate(Vector3.up * 30 * Time.deltaTime); if (this.transform.position.y > 20 ) { ...
using System; using System.Collections.Generic; using System.Text; using System.Linq; using Application.Command; using Application.DTO; using EFDataAccess; using Application.Exceptions; namespace EFCommands { public class EfAddTagCommand : EfBaseCommand, IAddTagCommand { public EfAddTagCommand(BlogCon...
using System.IO; namespace ArtCom.Logging { public enum LogMessageType { /// <summary> /// A debug-only message that should be absent in non-development builds. /// </summary> Debug, /// <summary> /// A regular log message. /// </summary> Message, ...
namespace FundManagerDashboard.Core.DataServices { public interface ITotalSummaryService { long TotalNumber { get; set; } decimal TotalMarketValue { get; set; } float TotalStockWeight { get; set; } } }
using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; using LSKYGuestAccountControl.Model; using LSKYGuestAccountControl.Repositories; namespace LSKYGuestAccountControl.Batch { public partial class BatchInfo : System.W...
using System; using BasketTest.Discounts.Enums; namespace BasketTest.Discounts.Items { public sealed class OfferVoucher : Voucher { public readonly decimal Threshold; public readonly ProductCategory? CategoryRestriction; public OfferVoucher(decimal value, decimal threshold, ProductCat...
using JKMWindowsService.Utility.Log; using Newtonsoft.Json; using System; using System.Net; using System.Net.Http; using System.Text; using System.Threading.Tasks; namespace JKMWindowsService.Utility { public class APIHelper : IAPIHelper { private readonly ClientHelper clientHelper; private re...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace REQFINFO.Domain { public class WorkFlowModel { public int IDWorkflow { get; set; } public string Name { get; set; } public Nullable<int> IDProjectTemplate { get;...
using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; using SKT.WMS.Web.AjaxServices.WMSVouchCode; using SKT.WMS.WMSBasicfile.BLL; using SKT.WMS.WMSBasicfile.Model; namespace SKT.MES.Web.WMSBasicfile { public partial class WMSVou...
using System; using System.Collections.Generic; namespace Planning { class MacroAction : Action { public static int counter = 1; //public Dictionary<string, bool[]> satNowVectors; //public Dictionary<string, bool[]> negSatNowVectors; public Dictionary<string, int> parentIndex; ...
using System.Collections; using System.Collections.Generic; using UnityEngine; using System; public enum TypeUnit { German1, German2, British1 } public class ManagerUnits : MonoSingleton<ManagerUnits> { [SerializeField] Node[] m_Units = null; Transform m_RootUnits; [Serializable] class Node { ...
using System; using System.Collections.Generic; using System.Text; namespace PnrAnalysis.Model { /// <summary> /// 经停信息 /// </summary> /// [Serializable] public class LegStop { private string _CarrayCode; /// <summary> /// 承运人 CA /// </summary> publ...
using System.Collections; using System.Collections.Generic; using UnityEngine; using Donner; using System.IO; using System; public class NeutrinoWallet : LndRpcBridge { public LndConfig config; public NeutrinoTest lnd; public string[] seed; public bool getInfoTrigger; public string cert; ...
using System; using System.Collections.Generic; using System.Collections.ObjectModel; using System.Linq; using System.Text; using System.Threading; using System.Threading.Tasks; using System.Windows; using System.Windows.Input; using GalaSoft.MvvmLight.CommandWpf; using Nito.AsyncEx; using TemporaryEmploymentCorp.Data...
namespace Core.Swagger.Tests { using System; using System.Collections.Generic; using System.Reflection; using Microsoft.AspNetCore.Authorization; using Microsoft.AspNetCore.Mvc.ApiExplorer; using Swashbuckle.AspNetCore.Swagger; using Swashbuckle.AspNetCore.SwaggerGen; using Xunit; u...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading; namespace BearKMPServer { class Main { private NetClientHandler ch; public Main() { StartSingletons(); ch = new NetClientHandler(); } public void ...
 namespace PICSimulator.Model.Commands { /// <summary> /// The contents of register 'f' are incre- /// mented. If 'd' is 0 the result is placed in /// the W register. If 'd' is 1 the result is /// placed back in register 'f'. /// If the result is 1, the next instruction is /// executed. If the result is 0, a NO...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class CandlePickUp : Interactable { public override bool Interact(PlayerController _playerController) { GameController.instance.m_playerHasCandle = true; GameController.instance.ToggleCandleUI(true); ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows; using System.Windows.Input; using Applicate.Behavior; using Applicate.Data; using Applicate.Helpers; namespace Applicate.ViewModels { public class AppViewModel : ViewModelBase ...
using Sitecore.Data.Items; using Sitecore.Diagnostics; using Sitecore.Security.AccessControl; namespace Aqueduct.SitecoreLib.Search.DynamicFields { public class HasExplicitDeniesField : BaseDynamicField { public override string ResolveValue(Item item) { Assert.ArgumentNotNull(item...
using GameForOurProject.GameHandler; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace GameForOurProject.Buttons { public class Bu...
using Application.Errors; using Application.Interfaces; using AutoMapper; using Domain; using FluentValidation; using MediatR; using Microsoft.AspNetCore.Hosting; using Microsoft.EntityFrameworkCore; using Persistence; using System; using System.Collections.Generic; using System.Linq; using System.Net; using System.Te...
using System; using System.Collections.Generic; using System.Linq; using System.Runtime.InteropServices; using System.Text; using System.Threading.Tasks; namespace processKR { class CIni { [DllImport("kernel32")] private static extern long WritePrivateProfileString(string section, string key,...
using System.Threading.Tasks; using Tindero.Api.Responses; namespace Tindero.Api { public class UsersApi : BaseCachedApiService, IUsersApi { public Task<GetUsersResponse> GetUsersAsync(int page, bool forceRefresh = false) { return GetAsync<GetUsersResponse>($"users?page={page}", f...
using System.Collections; using System.Collections.Generic; using UnityEngine; using System; public class VelocityVector : MonoBehaviour { public void VelocityVectorRescale(float v, float v_min, float v_max, float v_scale, float v_size){ Vector3 scale = gameObject.transform.localScale; scale.Set(...
/// Player - The user-controlled character /* Part of Saboteur Remake * * Changes: * 0.18, 31-may-2018, Nacho: Can move left, right, up & down in big map * 0.17, 31-may-2018, Nacho: Room.CheckIfNewRoom disabled * 0.14, 25-may-2018, Nacho: Ducking in the right position; * magic numbers in Player removed ...
using System.Collections; using System.Collections.Generic; public class AckRoleLoginOk { private string _uname; public AckRoleLoginOk(Packet packet) { this._uname = packet.ReadString(); } public string uname { get { return this._uname; } set { this._uname = value; } } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading; using System.Threading.Tasks; namespace CoreComponents.Threading { /// <summary> /// Incase you don't want to use a queue to pass data between threads. /// </summary> /// <typeparam name="T">...
namespace Triton.Game.Mapping { using ns26; using System; [Attribute38("DisableMesh_Intensity")] public class DisableMesh_Intensity : MonoBehaviour { public DisableMesh_Intensity(IntPtr address) : this(address, "DisableMesh_Intensity") { } public DisableMesh_Intens...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using DataObject; namespace Service.Interface { public interface INhanTraPhong { int Them(NhanTraPhong ntp); int Xoa(int maNTP); int CapNhat(NhanTraPhong ntp); } }
namespace PlatformRacing3.Server.Game.Communication.Messages.Incoming.Json; internal sealed class JsonConfirmConnectionIncomingMessage : JsonPacket { }
using System; using System.IO; using System.Linq; namespace ZhouliGenerateCode { class Program { static void Main(string[] args) { //扫描 Console.WriteLine("正在自动生成BLL,DAL层代码,请稍候......"); DirectoryInfo directoryInfo = new DirectoryInfo($"{AppContext.BaseDirect...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using NewsMooseClassLibrary.Interfaces; using NewsMooseClassLibrary.Models; using System.Data.SQLite; using System.IO; namespace NewsMooseClassLibrary.DataBase { public class DatabaseStorage : IData...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class MouseClickScript : MonoBehaviour { public GameObject sphere; Vector3 targetPos; // Use this for initialization void Start () { sphere = GameObject.Find ("CreationTarget"); targetPos = transform.position; } // Updat...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class BossLeftTurret : MonoBehaviour { private Player _player; [SerializeField] private GameObject _explosionPrefab; [SerializeField] private GameObject _tinyExplosionPrefab; [SerializeField] private Transform targe...
using MediatR; using OmniSharp.Extensions.DebugAdapter.Protocol.Serialization; using OmniSharp.Extensions.JsonRpc; using OmniSharp.Extensions.JsonRpc.Generation; // ReSharper disable once CheckNamespace namespace OmniSharp.Extensions.DebugAdapter.Protocol { namespace Events { [Parallel] [Metho...
namespace Cooking.Ingredients { using System; using System.Text; public abstract class Vegetable { public Vegetable() { this.IsRotten = false; this.IsPeeled = false; this.IsCut = false; this.IsCooked = false; } public boo...
using NLog; using OpenQA.Selenium; namespace Framework.Elements { public class Button : BaseElement { Logger logger = LogManager.GetCurrentClassLogger(); public Button(By locator, IWebDriver driver) { Locator = locator; Driver = driver; } ...
using System.Collections; using System.Collections.Generic; using UnityEngine; //Work in progress base class for heroes/students //All heroes will inherit from this class //Added by Tom Moreton 18/05/2017 public class Hero : MonoBehaviour { public string m_heroName; public int m_health; public int m_dama...
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; namespace TinyURL.ViewModels { public class URLMapViewModel { public string URL { get; set; } public string EncodedURL { get; set; } } }
 namespace Bindable.Linq.Tests.TestLanguage.Helpers { /// <summary> /// Specifies the levels of compatability between a Bindable LINQ query and /// standard LINQ to Objects. /// </summary> internal enum CompatabilityLevel { /// <summary> /// The queries, including ite...
using System; using Xamarin.Forms; using Xamarin.Forms.Xaml; using ZXing.Net.Mobile.Forms; namespace App1 { [XamlCompilation(XamlCompilationOptions.Compile)] public partial class Page1 : ContentPage { ZXingBarcodeImageView barcode; public Page1() { InitializeComponent(...
using System; using System.Collections.Generic; using System.Text; namespace TQVaultAE.Domain.Results { public class GamePathEntry { public readonly string Path; public readonly string DisplayName; public GamePathEntry(string path, string displayName) { this.Path = path; this.DisplayName = displayName...
using System; namespace ConsoleApp { class method { public string ChuanHoa(string s) { s = s.Trim().ToLower(); while (s.Contains(" ")) { s.Replace(" ", " "); } string[] s1 = s.Split(" "); s = ""; ...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class XformLoader : MonoBehaviour { public enum Direction { UP, RIGHT, FORWARD}; public Direction dir = 0; // to support slow rotation about the y-axis public float kRotateDelta = 45; // per second private float...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows; using System.Windows.Controls; namespace Discovery.Core.UI.AttachedProperties { public class PasswordBoxMonitor : DependencyObject { public static readonly Dependen...
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 PIT_Server.Resources { public partial class ControlPanel : Form { Timer _updat...
using System; using UserStorageServices.Validation.Attributes; namespace UserStorageServices { /// <summary> /// Represents a user. /// </summary> [Serializable] public class User { /// <summary> /// Gets or sets a user id. /// </summary> public Guid Id { get; se...
using PDV.DAO.Custom; using PDV.DAO.DB.Controller; using PDV.DAO.Entidades; using PDV.DAO.Enum; using System; using System.Collections.Generic; using System.Data; namespace PDV.CONTROLER.Funcoes { public class FuncoesTransportadora { public static bool ExisteTransportadora(decimal IDTransportadora) ...
using System; using System.Collections.Generic; namespace Paralect.Schematra { public class RecordTypeBuilder : RecordType { public RecordTypeBuilder(TypeContext typeContext) : base(typeContext) { } /// <summary> /// Define name by name and @...
using System.Collections; using System.Collections.Generic; using UnityEngine; namespace CommonCore { public abstract class CCModule { //kinda-RAII: constructor=onapplicationstart //other lifecycle events public virtual void OnApplicationQuit() { } public virtual void OnGameS...
using System; namespace calendar { public class Calendar { public int Month { get; set; } = DateTime.Now.Month; public int Year { get; set; } = DateTime.Now.Year; public void Show() { Console.WriteLine($"********* Month: {this.Month}, {this.Year} *********"); ...
// // Copyright (c) .NET Foundation. All rights reserved. // Licensed under the MIT License. See LICENSE file in the project root for full license information. // using System; using System.Net; using System.Net.Http; using System.Web.Http; using Dnn.PersonaBar.Library; using Dnn.PersonaBar.Library.Attributes; using...
using System; using System.Text; using Cogent.IoC.Generators.Errors; using Cogent.IoC.Generators.Extensions; using Cogent.IoC.Generators.Models; using Microsoft.CodeAnalysis; using Microsoft.CodeAnalysis.Text; namespace Cogent.IoC.Generators { [Generator] internal class ContainerGenerator : ISource...
using System; using System.Collections.ObjectModel; using System.Linq; using System.Windows; using System.Windows.Input; using UserInterface.Command; namespace UserInterface.ViewModel { public class PatientViewModel : ViewModelBase { public ObservableCollection<DoctorViewModel.Prescription> PatientsPr...
namespace W3ChampionsStatisticService.CommonValueObjects { public static class ServerProvider { public static string Flo = "FLO"; public static string Bnet = "BNET"; } }
using Fiap.Microservices.Pedidos.Api.Models; using Fiap.Microservices.Pedidos.Api.Persistence.Repository; using Microsoft.AspNetCore.Http; using Microsoft.AspNetCore.Mvc; using Microsoft.Extensions.Logging; using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; namespace Fiap...
using Lotus.Client.Data.Models; using System.Collections.Generic; namespace Lotus.Client.Data { public class LocalDatabaseContext : DataContext { public List<MessageBlock> MessageBlockList; //.Data layer model } }
using System; using ReadyGamerOne.View.PanelSystem; using UnityEngine; namespace SecondGame.Interfaces { public static class Interface { /// <summary> /// 角色,上楼,进门,换位置,换场景效果 /// </summary> /// <param name="moveWho">移动的人物,这里应该是主角的Transform</param> /// <param name="target...
using System.Collections.Generic; using System.Linq; using PurificationPioneer.Const; using PurificationPioneer.Global; using PurificationPioneer.Network.ProtoGen; using PurificationPioneer.Scriptable; using PurificationPioneer.Utility; using ReadyGamerOne.MemorySystem; using ReadyGamerOne.Utility; using UnityEngine.A...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Events; public class Pause_Script : MonoBehaviour { public UnityEvent OnPauseConv, OnPause, OnUnPause, OnInventoryEnter, OnInventoryExit; public KeyCodeData Pause_Keys, Inventory_Keys; private bool paused, inv...
using System; using System.Runtime.InteropServices; namespace SharpPcap { public class PcapStatistics { /// <value> /// Number of packets received /// </value> private int receivedPackets; public int ReceivedPackets { get { return receivedPackets; } ...
using System; namespace exe_5 { class Program { static void Main(string[] args) { Console.Clear(); System.Console.Write("Insira um valor para A: "); int A = int.Parse(Console.ReadLine()); System.Console.Write("Insira um valor para ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Lab3_4 { class Program { static void Main(string[] args) { List<Employee> employees = new List<Employee>() { //"Jakob", "Per", "...
/* .-' '--./ / _.---. '-, (__..-` \ \ . | `,.__. ,__.--/ '._/_.'___.-` FREE WILLY */ using Automatisation.Model; using System; namespace Automatisation.Commands { public static class Spectrum { private static NLog.Logger Log = NLog.LogManager.GetCurr...
using System; using System.Collections.Generic; using System.IO; using SalaryUpdate.Models; using SalaryUpdate.Persistance; using SalaryUpdate.Properties; namespace SalaryUpdate.Services { public class ExportService : IDisposable { private readonly DataAccess _data; public ExportService(DataA...
namespace Otchi.BitOperations { public static partial class BitOperations { public static bool AreAllBitsSet(this sbyte t) { return t == -1; } public static bool AreAllBitsSet(this byte t) { return t == byte.MaxValue; } public st...
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace Exercise10 { /* 10. Write a program to calculate n! for each n in the range [1..100]. * Hint: Implement first a method that multiplies a number represented * as array of digits by given integer num...