text
stringlengths
13
6.01M
using UnityEngine; using System.Collections; public class PauseMenu : MonoBehaviour { private bool m_isPause = true; [SerializeField]private GameObject m_pauseMenu; [SerializeField]private GameObject m_waveMenu; [SerializeField]private GameObject m_buildMenu; public void OnButtonPress() { ...
using InstaSharp.Endpoints; using InstaSharp.Models; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Xamarin.Forms; namespace InstaMagic { public class RelationshipViewModel { public List<User> Follows { get; set; } } p...
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Events; public class Character_Movement_JoystickConf : MonoBehaviour { private Joystick_Move_Pattern _current; Transform MainCamera; public ActionObject ReachDestAct; public Player_Object pla...
using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using System.ComponentModel.DataAnnotations.Schema; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Clubber.Data { public enum Club_Category { Arts, Books, Academic, Games, Social, Humanitari...
using System; using System.Collections.Generic; namespace RestApiEcom.Models { public partial class VResCollecteRealisee { public int ColId { get; set; } public string ActcontPlaque { get; set; } public string FactCode { get; set; } public string TaxLibelle { get; set; } ...
using System; namespace Point_on_Rectangle_Border { class Point_on_Rectangle_Border { static void Main(string[] args) { float x1, y1, x2, y2, x, y; x1 = float.Parse(Console.ReadLine()); y1 = float.Parse(Console.ReadLine()); x2 = float.Parse(Cons...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows; using System.Windows.Controls; using System.Windows.Data; using System.Windows.Documents; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Imaging; using System.Windows.Navigati...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using OthelloConsole; using System.Windows; using Microsoft.Win32; using System.IO; namespace Othello { class Game : IPlayable { public int boardsize; public Tile[,] tiles; ...
using System; using System.Collections.Generic; using System.Configuration; using System.Data.OleDb; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; using CSHP230_Final.WebForms.Models; using CSHP230_Final.WebForms.Repository; namespace CSHP230_Final.WebForms { public pa...
using System; using System.Reflection; namespace Terminal.Interactive.PoorMans { internal static class ReflectionExtensions { public static Type GetTraverseType(this MemberInfo member) { switch (member) { case PropertyInfo p: return p.PropertyType; ...
using Microsoft.AspNetCore.Http; using Microsoft.AspNetCore.Mvc; using Microsoft.EntityFrameworkCore; using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using WebAppBackend.Models; using WebAppBackend.Models.DBmodels; using WebAppBackend.Models.IOmodels; namespace WebAppB...
using ClassLibrary1.Models; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace ClassLibrary1.Repository { public class CamisaRepository : BaseRepository <Camisa> { } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Microsoft.Practices.TransientFaultHandling; using Microsoft.ServiceBus; using RetryPolicy = Microsoft.Practices.TransientFaultHandling.RetryPolicy; namespace PushoverQ { class SubscriptionDisp...
using Android.App; using Android.Widget; using Android.OS; using Android.Net; using Com.Facebook.Drawee.View; namespace Fresco.Test { [Activity(Label = "Fresco.Test", MainLauncher = true)] public class MainActivity : Activity { protected override void OnCreate(Bundle savedInstanceState) { ...
using System; using System.Text.RegularExpressions; namespace AddressBook { internal class AddRecord { /// <summary> /// Creates A Contact Object And Initialises All Its Fields /// </summary> /// <returns>Returns A Contact Object To Menu</returns> public static Contact ...
using System.Windows.Forms; using GetLogsClient.ViewModels; namespace GetLogsClient.Commands { public class SelectPathCommand : CommandBase<SelectPathCommand> { public override void Execute(object parameter) { if (parameter is IMainWindowViewModel viewModel) { ...
using System; namespace Mccole.Geodesy.Calculator { /// <summary> /// Base class for all Geodesy calculators. /// </summary> public class CalculatorBase : ICoordinateFactory { private Func<ICoordinate> _factory = () => { return new Coordinate(); }; /// <summary> /// Base c...
using System; namespace DownloadExtractLib.Interfaces { public interface IDownloadedEvent { void GotItem(string parentUrl, string childUrl, Exception exception, int totalRefs, int doneRefs); } }
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Events; public class GhostBehaviour : MonoBehaviour { //怪物对象 private Ghost ghost; private GameObject player; //属性参数 private Transform g_transform; private Animator anim; [SerializeField] publi...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Bank { public abstract class Account { //Filds private Customer customer; private decimal balance; private decimal intrestRate; ...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class Player : MonoBehaviour { Animator animator; Rigidbody2D rb; Vector2 inputDir; bool canBreathe; float airStorage = 0f; bool isDying; bool isDead; SpriteRenderer sprite; ...
using System.Collections.Generic; /// <summary> /// Advent of Code - Day 2 namespace /// </summary> namespace AdventOfCodeDay2 { /// <summary> /// Intcode class /// </summary> public class Intcode { /// <summary> /// Intcode /// </summary> private List<int> intcode ...
using CMS_Database.Entities; using CMS_Database.Interfaces; using CMS_Database.Repositories; using System; using System.Linq; using System.Reflection; using System.Web.Mvc; using System.Web.Routing; using WebMatrix.WebData; namespace CMS_ShopOnline.App_Start { public class SecurityFilter : ActionFilterAttrib...
using System; using System.Data; using System.Data.SqlClient; using System.Configuration; using System.Linq; using System.Web; using System.Web.Security; using System.Web.UI; using System.Web.UI.HtmlControls; using System.Web.UI.WebControls; using System.Web.UI.WebControls.WebParts; using System.Xml.Linq; using System...
using ComputerBuilderSystem.Contracts; namespace ComputerBuilderSystem.SystemComponents { public class Cpu64Bit : BaseCpu, ICentralProcessingUnit { private const int Bit64Size = 1000; public Cpu64Bit(byte numberOfCores) : base(numberOfCores, Bit64Size) { } } }...
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace Model.Domain.Cost { class ExpenseUseEdit { } }
using UnityEngine; using System.Collections; public class CharacterController : MonoBehaviour { public void Move(float x, float y) { transform.Translate(x, y, 0); } }
using ClassLibrary.Entity; using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations.Schema; using System.Data.Entity.ModelConfiguration; using System.Linq; using System.Text; using System.Threading.Tasks; namespace ClassLibrary.Configuration { class FormationFluent : EntityTypeC...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Events; using HoloToolkit.Unity.InputModule; public class FloorPlaneController : MonoBehaviour, IInputClickHandler { public static float FloorPosY { get; private set; } public static bool isFloorPosYDone { get; pr...
using ApplicationLibrary; using LRB; using LRB.Lib; using LRB.Lib.Domain; using LRBMvc.Models; using SimpleSecurity; using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Threading.Tasks; using System.Web; using System.Web.Mvc; using System.Web.Routing; namespace LRBMvc.Cont...
// // 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.Collections; using System.Collections.Generic; namespace DotNetNuke.Collections.Internal { public class NaiveLockingList<T...
using AutoMapper; using iCopy.Model.Request; using iCopy.SERVICES.Extensions; using Microsoft.EntityFrameworkCore; using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using iCopy.Database.Context; namespace iCopy.SERVICES.Services { public class CountryService : CRUDSe...
using System; using Parse; namespace AssemblyCSharp { public class LeaderBoardEntry { public int deathCount { get; set; } public float time { get; set; } public string playerName { get; set; } public string levelName { get; set; } public LeaderBoardEntry (ParseObject po) { this.deathCount = po.Get<in...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class Estante : MonoBehaviour { public AudioSource source; public Prateleira[] prat; public int quantidade; bool movimento; Animator anim; [SerializeField] Animator mask; ...
using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using System.ComponentModel.DataAnnotations.Schema; namespace MPD.Entities.Domain { public partial class DocumentType { public DocumentType() { Document = new HashSet<Document>(); }...
using System; using System.Collections.Generic; using System.Globalization; using System.IO; using System.Linq; using System.Text; namespace Enrollment.Domain { static class WriterForEnums { #region Constants const string VALUES = "#Values#"; //const string SAVE_PATH = @"C:\.NetCore\Sa...
namespace Promact.Oauth.Server.Models.ApplicationClasses { public class LoginAsync { public string UserId { get; set; } public string Role { get; set; } } }
using FatCat.Nes.OpCodes.Transfers; using JetBrains.Annotations; namespace FatCat.Nes.Tests.OpCodes.Transfers { [UsedImplicitly] public class TransferAccumulatorToXRegisterTests : TransferTests { protected override byte CpuTransferFromItem { get => cpu.Accumulator; set => cpu.Accumulator = value; } p...
using MessageContract; using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace EASEntity { /// <summary> /// 人员信息 /// </summary> public class Person : IPerson, IPrimarykey { /// <summary> /// 名字 /// </summary> ...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; public class PressuredDoorPuzzle : NetworkBehaviour { private enum TypeOfDoor { singleSwitch, doubleSwitch } [SerializeField] private TypeOfDoor puzzleDoor; public ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using Android.App; using Android.Content; using Android.OS; using Android.Runtime; using Android.Views; using Android.Widget; using QOMS.Model; namespace QOMS.Class { public class ListViewAdapter_Gwbg : BaseAdapter<M_tb_gwbg> ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace DotNetWebIDE.SolutionResolve { public class RegexExpressionConst { /// <summary> /// GUID的正则表达式,格式 FAE04EC0-301F-11D3-BF4B-00C04F79EFBC /// </summary> public const string...
using System; namespace Paydock.SDK { public static class MimeTypes { public const String FORM_ENCODED_DATA = "application/x-www-form-urlencoded"; public const String JSON = "application/json"; } }
using Domain.Entities; using Library_System_v1.Models; using MongoDB.Bson; using RepositoryDB; using RepositoryDB.Repositories; using System; using System.Collections.Generic; using System.Linq; using System.Security.Principal; using System.Threading.Tasks; using System.Web; using System.Web.Mvc; using System.Web.Secu...
using System.Collections; using System.Collections.Generic; using Game.Graphics.Effects; using UnityEngine; using UnityEngine.UI; namespace Game.Online.Notifications { public class NotificationPrefab : MonoBehaviour { public GameObject Type, NoficationText; [SerializeField] private Sprite Warning_sprite, Info_s...
using UnityEngine; using System.Collections; public class CarGenerator : GridGenerator<Car> { // Use this for initialization void Start () { generate(); } // Update is called once per frame void Update () { } }
namespace Triton.Game.Mapping { using ns26; using System; [Attribute38("TrackMouseMovement")] public class TrackMouseMovement : MonoBehaviour { public TrackMouseMovement(IntPtr address) : this(address, "TrackMouseMovement") { } public TrackMouseMovement(IntPtr addr...
using System; using System.Collections.Generic; using System.Text; namespace HackerRank_HomeCode { public class SuperReducedString { public void getSuperReducedString() { string s = Console.ReadLine(); var sb = new StringBuilder(); sb.Append(s[0]); ...
using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using System.Text; namespace Idealize.VO { public class Questionario { [Required] [Display(Name = "Questionário")] public int idQuestionario { get; set; } [Required] [Display(N...
using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using System.ComponentModel.DataAnnotations.Schema; using System.Linq; using System.Web; namespace MB.Models.POCO { public class StaffMember { public StaffMember() { this.Booki...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using ToolsImages.Structures; namespace ToolsImages.Segmentation { public class UnionFind { #region Properties public SetList Sets { get; set; } public Vector Roots { g...
using MvvmCross.Core.ViewModels; using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; using System.Threading.Tasks; namespace EsMo.Sina.SDK.Model { public class MenuItemViewModel : MvxNotifyPropertyChanged { string text; public string Text ...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Obstacle : MonoBehaviour { private void OnCollisionEnter(Collision collision) { if (collision.collider.CompareTag("Player")) { collision.collider.GetComponent<PlayerMove>().PlayGam...
using System.Threading.Tasks; namespace Micro.Net.Abstractions.Sagas { public interface ISagaFinder<TData> where TData : ISagaData { public interface IFor<TMessage> where TMessage : ISagaContract { Task<TData> Find(TMessage message, ISagaFinderContext context); } } ...
using Modelos.Cadastros.Produtos; using Modelos.Formulas; using Modelos.SimulacaoLista; using SessionControl; using System; using System.Collections.Generic; using System.Data.SqlClient; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Factorys.Simulacao { public static class Simulaca...
using System; using System.Collections.Generic; using System.Linq; using SubSonic.Extensions; using System.Linq.Dynamic; namespace Pes.Core { public partial class StatusUpdate { public static StatusUpdate GetStatusUpdateByID(Int32 StatusUpdateID) { return StatusUpdate.Si...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Stackoverflowpost { class Program { static void Main(string[] args) { try { var post = new Post("Test Post", "Test Description",...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class ButtonPressed : MonoBehaviour { public GameObject ObjectToDeactive; public GameObject ObjectToActivate; private void OnTriggerEnter(Collider other) { if(other.tag == "Button") { Obj...
using Calcifer.Engine.Graphics; using Calcifer.Engine.Graphics.Animation; namespace Calcifer.Engine.Scenegraph { public class AnimationNode: SceneNode { private AnimationComponent animation; public Pose Pose { get { return animation.Pose; } } public Animati...
using System; using GalaSoft.MvvmLight.Helpers; using System.Collections.Generic; namespace Ts.Core.Extensions { public static class BindingExtension { public static void AttachTo(this Binding binding, List<Binding> bindings) { bindings?.Add (binding); } } }
using Newtonsoft.Json.Linq; using System; using System.Collections.Generic; namespace NMoSql.Helpers { public class EqualExpression : Helper, IConditionalHelper, IExpressionHelper { ExpressionBuilder _expressionBuilder; public EqualExpression(ExpressionBuilder expressionBuilder) { ...
using Discord; using Discord.Commands; using System; namespace Bot { class MyBot { DiscordClient discord; CommandService commands; Random rand; string[] meme; public MyBot() { rand = new Random(); meme = new string[] { ...
using Crt.Data.Database; using Crt.Data.Repositories; using Crt.Domain.Services.Base; using Crt.Model; using Crt.Model.Dtos.FinTarget; using Crt.Model.Utils; using System.Collections.Generic; using System.Threading.Tasks; namespace Crt.Domain.Services { public interface IFinTargetService { Task<FinTar...
using UnityEngine; using System.Collections; public class SimpleBullet : ProjectileBase { public float Lifetime = 1.0f; [RangeAttribute(0.0f,1.0f)] public float Inaccuracy = 0.0f; void Start() { transform.forward = (transform.forward + Random.insideUnitSphere * Random.Range(0.0f,Inaccuracy)).normal...
namespace ModelAndroidAppSimples { using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using System.ComponentModel.DataAnnotations.Schema; using System.Data.Entity.Spatial; public partial class Clientes { public int ID { get; set; } ...
namespace Triton.Game.Mapping { using ns26; using System; [Attribute38("BoosterPackReward")] public class BoosterPackReward : Reward { public BoosterPackReward(IntPtr address) : this(address, "BoosterPackReward") { } public BoosterPackReward(IntPtr address, string ...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class DuplicateChecker : MonoBehaviour { public bool isDuplicate(string[] names, string aName, int nameIndex){ for (int i = 0; i < nameIndex; i++) { if (aName == names [i]) { Debug.Log("Duplicate Found!"); r...
using UnityEditor.Timeline; namespace UnityUIPlayables.Editor { [CustomTimelineEditor(typeof(SliderAnimationClip))] public class SliderAnimationClipEditor : AnimationTimelineClipEditor<SliderAnimationBehaviour> { } }
using System.Collections; using System.Collections.Generic; using UnityEngine; public class BulletController : MonoBehaviour { public float speed = 5.0f; public Camera originCamera; public int currentDungeonId = 0; private GunController parentGun; public string hitTag = ""; public float damage = 0f;...
using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.Mvc; using Photogf.Models; namespace Photogf.Controllers { public class AdminController : Controller { // GET: Admin public ActionResult Login() { return View(); } ...
using System.Data.Entity; using LibrarySystem.Data; using LibrarySystem.Data.Migrations; namespace LibrarySystem { public class DatabaseConfig { public static void Initialize() { Database.SetInitializer(new MigrateDatabaseToLatestVersion<LibrarySystemDbContext, Configuration>()); ...
using Hybrid; using Hybrid.EventBus.Abstractions; using Microsoft.Extensions.DependencyInjection; using System; // ReSharper disable once CheckNamespace namespace Microsoft.AspNetCore.Builder { /// <summary> /// builder extensions for <see cref="IHybridBuilder" /> /// </summary> public static class ...
using System; using System.Collections.Generic; using ReadyGamerOne.Common; namespace ReadyGamerOne.MemorySystem { public interface IHotUpdatePath { string OriginMainManifest { get; } string LocalMainPath { get; } string WebServeMainPath { get; } string WebServeMainManifest {...
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.Windows.Input; using System.Drawing.Drawing2D; namespace lab13 { public partial class Fo...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class PlayerCanvas : MonoBehaviour { [Header("Canvas Elements")] [SerializeField] private Text m_leftHelperText; [SerializeField] private Text m_rightHelperText; [SerializeField] private Text m...
using Microsoft.AspNetCore.Builder; using Microsoft.Extensions.DependencyInjection; using Rsk.AspNetCore.Authentication.Saml2p; using System.Collections.Generic; using System.Security.Cryptography.X509Certificates; var builder = WebApplication.CreateBuilder(args); // Add services to the container. builder.Services.Ad...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Cognitive_Metier { public class ResultLanguageJson { public List<DocumentLanguageResult> documents { get; set; } public List<Error> errors { get; set; } } }
namespace UniversitySystem.Services.Models.Courses { using System; using System.ComponentModel.DataAnnotations; using System.Linq.Expressions; using UniversitySystem.Models; public class CourseDetailsResponseModel { public static Expression<Func<Course, CourseDetailsResponseModel>> Fro...
using HCL.Academy.Model; using System; using System.Web.Mvc; using System.Net.Http; using System.Threading.Tasks; using HCLAcademy.Util; using Microsoft.ApplicationInsights; using System.Diagnostics; namespace HCLAcademy.Controllers { public class ProjectResourceController : BaseController { [Authorize...
 namespace Client { using System; using System.Collections.Generic; using System.Diagnostics.Contracts; using System.IO; using System.IO.IsolatedStorage; using System.Linq; using System.Net; using System.Security.Cryptography; using System.Text; using System.Threadin...
namespace TimPhongTro.Migrations { using global::TimPhongTro.Common; using System; using System.Data.Entity; using System.Data.Entity.Migrations; using System.Linq; internal sealed class Configuration : DbMigrationsConfiguration<global::TimPhongTro.Models.DatabaseContext> { public ...
using System.Text; using System; using System.Collections.Generic; using Newtonsoft.Json.Converters; using Newtonsoft.Json; using System.Net.Http; using System.Drawing; using System.Collections.ObjectModel; using System.Xml; using System.ComponentModel; using System.Reflection; namespace LinnworksAPI { public class ...
// Copyright 2016 Google Inc. 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 License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applica...
using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Net.Sockets; using System.Text; using System.Threading.Tasks; namespace VideoCtrl { internal class TcpCommunication : IDisposable { private TcpClient client; private char delimiter; priva...
using System; using System.Collections.Generic; using System.Text; namespace IndexArb.CommonModel { class FutureSPY : IIndexData { public DateTime Date { get => throw new NotImplementedException(); set => throw new NotImplementedException(); } public decimal Price { get => throw new NotImpleme...
using System; using System.Collections.Generic; using System.Runtime.InteropServices; using System.Linq; using System.Text; using System.Xml; namespace ITW.Config { public static class ConfigManager { public interface IParsable<T> { void FromString(string s); } ///...
using System; using System.ComponentModel; using System.Windows.Input; namespace Caliburn.Light { /// <summary> /// Defines a command that can be data-bound. /// </summary> public abstract class BindableCommand : ICommand, INotifyPropertyChanged { private bool _isExecutableNeedsInvalidatio...
using AutoMapper; using System; using System.Collections.Generic; using System.Linq; using System.Text; using TanoApp.Application.Interfaces; using TanoApp.Application.ViewModels.Common; using TanoApp.Data.Entities; using TanoApp.Data.IRepositories; using TanoApp.Infrastructure.Interfaces; using TeduCoreApp.Utilities....
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace MZcms.Core { public class ObjectContainer { private static ObjectContainer current; private static IinjectContainer container; public static void ApplicationSta...
using System; using System.Collections.Generic; using System.Linq; using System.Text; public class BoolParameter : Parameter { public List<bool> IntensityDefault { get; set; } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Spotzer.Model.Enums { public class OrderConstants { public const string PartnerAMissingWebsite = "Partner A's order should include at least one website product!"; publi...
using System.Collections; using System.Collections.Generic; using UnityEngine; using TimeLineSystem; using System.Data; using System; using System.Reflection; using NetSystem; namespace ResourceSystem { /// <summary> /// 资源管理 /// </summary> public class ResourceSystemFacade : Singleton<ResourceSystemF...
using UnityEngine; namespace ACO.Net.Protocol { public class Connector : MonoBehaviour { } }
#region Using Statements using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using StreakerLibrary; using Microsoft.Xna.Framework.Graphics; #endregion namespace COMP476Proj { public enum PedestrianState { STATIC, WANDER, FLEE, PATH, FALL...
using System; using System.Threading; using System.Threading.Tasks; namespace Shared { public class ConsoleRunner { public static int Run(Func<Task> task) { using (var source = new CancellationTokenSource()) { Console.CancelKeyPress += (s, a) => source.C...
/// <copyright> /// Copyright © Microsoft Corporation 2014. All rights reserved. Microsoft CONFIDENTIAL /// </copyright> using System; using System.Collections.Generic; using System.ComponentModel; using System.Linq; using System.Text; using System.Linq.Expressions; using Common.Extensions; using Common.ObjectHistory;...
using System; using System.Collections.Concurrent; using System.Threading; using System.Threading.Tasks; using Lib.Net.Http.WebPush; using Services.Abstractions; namespace Services { internal class PushNotificationsQueue : IPushNotificationsQueue { private readonly ConcurrentQueue<PushMessageWithTeam>...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Juego_v3 { interface ILogica { int comprobar(string jugada1, string jugada2); string[] validas(); } }
// // Copyright 2012 Carbonfrost Systems, Inc. (http://carbonfrost.com) // // 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 License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless r...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Activator : MonoBehaviour { public GameObject[] activateOnStart; // On Awake the gameobjects clear, cloudy, and rainy are set active. void Awake() { foreach (GameObject go in activateOnStart) { ...