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using Atc.Rest.Options; namespace Atc.Rest.Extended.Options { public class RestApiExtendedOptions : RestApiOptions { public bool UseApiVersioning { get; set; } = true; public bool UseFluentValidation { get; set; } = true; public bool UseOpenApiSpec { get; set; } = true; } }
namespace CountNumbers { using System; using System.Collections.Generic; using System.Linq; public class StartUp { public static void Main() { var numbers = Console.ReadLine() .Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries) ...
using Puppeteer.Core.Planning; namespace Puppeteer.Core.Sensor { public interface ISensor<TKey, TValue> { bool DetectWorldStateChange(IAgent<TKey, TValue> _owner); int GetOrder(); bool GetShouldBeTicked(); int GetTickRate(); void Initialise(Agent<TKey, TValue> _owner); void SetOrder(int _order); ...
namespace ApartmentApps.Api.Modules { public abstract class PortalComponent<TResultViewModel> : IPortalComponent, IPortalComponentTyped<TResultViewModel> where TResultViewModel : ComponentViewModel { public abstract TResultViewModel ExecuteResult(); public ComponentViewModel Execute() {...
namespace Krafteq.ElsterModel.Common { using System; using LanguageExt; public class Date : NewType<Date, DateTime> { public Date(DateTime value) : base(value.Date) { } public static Date Create(DateTime value) => new Date(value); public override string ToStrin...
using AbiokaScrum.Api.Authentication; using AbiokaScrum.Api.Data; using AbiokaScrum.Api.Data.Transactional; using AbiokaScrum.Api.Entities; using AbiokaScrum.Api.Entities.DTO; using AbiokaScrum.Api.Exceptions; using AbiokaScrum.Api.Helper; using System; using System.Linq; using System.Net; using System.Net.Http; u...
using Sentry.Extensibility; using Sentry.Internal; using Sentry.Internal.Extensions; namespace Sentry; /// <summary> /// Series of application events. /// </summary> [DebuggerDisplay("Message: {" + nameof(Message) + "}, Type: {" + nameof(Type) + "}")] public sealed class Breadcrumb : IJsonSerializable { private r...
using BusinessObjects; using Microsoft.AspNetCore.Mvc; using System; using System.Collections; using System.Collections.Generic; using System.IO; using DataAccess; using Microsoft.AspNetCore.Hosting; using Microsoft.AspNetCore.Http; using DataAccess.IRepository; using DataAccess.Repository; using OnlyFundsWeb.Helper...
using SharpArch.Domain.DomainModel; using Profiling2.Domain.Prf; using System.Collections.Generic; namespace Profiling2.Domain.Scr { public class RequestEntity : Entity { public const string NAME_FORCE = "Force"; public const string NAME_PNC = "PNC"; public const string NAME_FARDC = "F...
using Microsoft.AspNetCore.Mvc; using System.Collections.Generic; using Receive.Domain; namespace Receive.Api.Controllers { [ApiController] [Route("[controller]")] public class ReceiveController : ControllerBase { private readonly IReverser _reverser; public ReceiveController(IReverse...
using System.Collections.Generic; using System.Runtime.CompilerServices; using System.Web.Mvc; using Shared; namespace angularRef.Controllers { public class HomeController : Controller { private readonly IKidService _kidService; public HomeController(IKidService kidService) { _kidService = kidService; }...
using Prism.Mvvm; using System; using System.Collections.Generic; using System.ComponentModel; using System.IO; using System.Linq; using System.Text; using System.Threading; using System.Threading.Tasks; namespace Upkeep.Modules.FileExplorer.Models { public class FileInfoModel : BindableBase { private...
using PacmanOgre.Input; using SharpEngine; namespace PacmanOgre.Components { class PlayerInputComponent : IComponent { private static float SPEED = 5f; private readonly IContext _context; private readonly IEntity _entity; private org.ogre.Vector3 _currentApplyVelocity = new o...
using BLL.DLib; using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; public partial class Controls_LibCmsTheme_ThemeView : System.Web.UI.Page { #region vars public int ThemeID { get { return Request["ThemeID"] ==...
using System; using System.Collections.Generic; using System.Text; namespace DesignPatterns.State.SystemPermissionExample { /// <summary> /// Lógica de transição de estados simples demais pra justificar utilizar o State. /// Mas caso mais comportamentos sejam adicionados a essa classe para gerenciar o est...
using UnityEngine; using System.Collections; public class BallSpawner : MonoBehaviour { public GameObject BallPrefab; void Update() { if (Input.GetMouseButtonDown(0)) { var ball = GameObject.Instantiate(BallPrefab, transform.position, transform.rotation) as GameObject; ball.GetComponent<Rigidbody...
using System; using System.Collections.Generic; using System.Data; using System.Data.SqlClient; using System.Linq; using System.Text; using System.Threading.Tasks; namespace EurogamerCommentsApi { internal class Db { private const string _connectionString = @"Integrated Security=SSPI;Persist Security Info=False;I...
using System; using System.Runtime.InteropServices; namespace IronAHK.Rusty.Linux.X11.Events { [StructLayout(LayoutKind.Sequential)] internal struct XButtonEvent { internal XEventName type; internal IntPtr serial; internal bool send_event; internal IntPtr display; internal IntPtr window; internal IntPt...
using System; using System.Collections.Generic; using System.ComponentModel; using System.ComponentModel.DataAnnotations; using System.ComponentModel.DataAnnotations.Schema; using Microsoft.EntityFrameworkCore.Infrastructure; using Newtonsoft.Json; using SAAS.Framework.Orm.EfCore.UnitWork; using SysBase.Domain.SysCont...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace TestCalculator { public class Operator { public int Id { get; set; } public string OpName { get; set; } public double OpListPriceUsd30 { get; set; } pub...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class MovingPlatform : MonoBehaviour { [SerializeField] float maxUp, maxDown, maxLeft, maxRight, speed; Vector3 direction; [SerializeField] bool horizontal, vertical; public enum Direction { I...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class EnemyDealDamageTrigger : MonoBehaviour { public EnemyController enemy; public int damageAmount; [SerializeField] private GameObject datEffect; [SerializeField] private bool effectOnDat; [SerializeFi...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace RegeditS { class Agent { private string name; private string okpo; private Blank[] blank; private Sprava[] sprava; public string Name { set { ...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.EventSystems; public class Carriage : MonoBehaviour, IPointerEnterHandler { public System.Action<Carriage> OnSelect = null; [System.Serializable] public enum State { Selectable, Attached, }...
using GalaSoft.MvvmLight.Command; using System; using System.Windows.Input; using VesApp.ViewModels; using VesApp.Views; using Xamarin.Forms; namespace VesApp.Models { public class Predication { #region Properties public int IdPredication { get; set; } public string Titulo { get; set; ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using CrewChiefV4.GameState; using CrewChiefV4.Audio; using CrewChiefV4.NumberProcessing; using System.IO; using Newtonsoft.Json; namespace CrewChiefV4.Events { class Strategy : AbstractEvent { private Boolean enable...
using UnityEngine; using System.Collections; public class ResourceFeature : Feature { private static ResourceFeature instance; public static ResourceFeature Instance { get { return instance; } } public GameObject actorExclamationMark, actorQuestionMark; private void Awake() { ...
using rm=System.Console; class student { public static void Main(string[] a) { int roll; string nm; int m1,m2; double per; rm.WriteLine("Enter your roll number: "); roll = int.Parse(rm.ReadLine()); rm.WriteLine("Enter your name: "); nm=rm.ReadLine(); rm.WriteLine("Enter your two subjects marks: "); ...
 /// <summary> /// UI类型定义,如:背包、商城等。 /// </summary> public enum UIType { None, LoginUI, RegisterUI, MainUI, PersonalInfoUI, BattleUI } /// <summary> /// Scene类型定义: /// </summary> public enum SceneType { None, // 登陆场景 LoginScene, //游戏世界主场景 MainScene, //战斗场景 BattleScen...
using GalaSoft.MvvmLight; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using GalaSoft.MvvmLight.Command; namespace FootballLeague.ViewModel { public class TeamsViewModel : ViewModelBase { private RelayCommand _GoToTeamsView { get; ...
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 Xamarin.Forms; using DepServices.DependencyServices; using DepServices.Droid.DependencyServices; [a...
namespace _01._MatrixOfPalindromes { using System; using System.Linq; public class Startup { public static void Main() { int[] dimensions = Console.ReadLine().Split(new[] { ' ' }, StringSplitOptions.RemoveEmptyEntries).Select(int.Parse).ToArray(); int rows = dim...
using Pe.Stracon.SGC.Aplicacion.Core.Base; using Pe.Stracon.SGC.Aplicacion.TransferObject.Request.Contractual; using System; using System.Collections.Generic; namespace Pe.Stracon.SGC.Application.Core.ServiceContract { public interface IProcesoAuditoriaService : IGenericService { /// <summary> ...
using UnityEngine; using System.Collections; public class Spawn : MonoBehaviour { public GameObject spawnObj; public MenuSlide MenSl; // TO CALL FUNCTIONS FROM SCRIPT MenuSlide // Use this for initialization void Start () { } // Update is called once per frame void Update () { } bool check(Vec...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Entity { public abstract class Amparo { public Fecha FechaInicio; public Fecha FechaFin; public string Tipo { get; set; } public double ValorAsegurado ...
namespace TwitterLikeApp.Entity { public class UserProfile { public int Id { get; set; } public string Email { get; set; } public string Name { get; set; } public string WebsiteUrl { get; set; } public string Bio { get; set; } } }
using Models; using System.Collections.Generic; using System.ServiceModel.Syndication; using System.Xml; namespace BusinessLogicLayer { public class EController { public EController() { } //Hämtar alla episoder public List<Episode> GetEpisodes(string Url) { ...
using System; using System.Collections.Generic; namespace BO { public class Race : IIdentifiable { public int Id { get; set; } public string Title { get; set; } public string Description { get; set; } public DateTime DateStart { get; set; } public Dat...
using System; using System.Drawing; using System.Windows.Forms; using System.IO; namespace CGM208_exercise3 { public partial class SliderPuzzle : Form { private int[] imageArr = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 }; private int[] Default = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 }; priva...
// <copyright file="Chain.cs" company="WaterTrans"> // © 2020 WaterTrans // </copyright> using System.Collections.Generic; namespace WaterTrans.GlyphLoader.Internal.AAT { /// <summary> /// The metamorphosis chain. /// </summary> internal sealed class Chain { /// <summary> /// Init...
using System.Collections.Generic; using System.Linq; using Podemski.Musicorum.Core.Enums; using Podemski.Musicorum.Dao.Entities; namespace Podemski.Musicorum.Dao.Contexts { public sealed class MockContext : Context { public override void SaveChanges() { foreach (var artist in Arti...
using System.Linq; using Fingo.Auth.DbAccess.Models; using Fingo.Auth.DbAccess.Models.Statuses; using Fingo.Auth.DbAccess.Repository.Interfaces; using Fingo.Auth.Domain.Projects.Implementation; using Fingo.Auth.Domain.Projects.Interfaces; using Moq; using Xunit; namespace Fingo.Auth.Domain.Projects.Tests.Implementati...
// File Prolog // Name: Darren Moody // CS 1400 Section 005 // Project: CS1400_Lab_01 // Date: 9/10/2013 // // I declare that the following code was written by me or provided // by the instructor for this project. I understand that copying source // code from any other source constitutes cheating, and that I will ...
using System; using System.Runtime.Serialization; namespace ModelTransformationComponent { /// <summary> /// Синтаксическая ошибка /// <para/> /// Наследует <see cref="TransformComponentException"/> /// </summary> [Serializable] public class SyntaxError : TransformComponentException { ...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class ResetBox : MonoBehaviour { void OnTriggerEnter2D(){ Player.ppp.reset(false); GetComponent<AudioSource>().Play(); } }
namespace gView.Framework.UI { public interface IControl { void OnShowControl(object hook); void UnloadControl(); } }
using UnityEngine; using System.Collections; using Valve.VR.InteractionSystem; using Leap.Unity.Interaction; // TODO: define the behaviour of a shared object when it is manipulated by a client public class OnGrabbedBehaviour : MonoBehaviour { bool grabbed; public bool vive { get; set; } public bool lea...
using System; using System.Collections.Generic; using System.Data.Entity; using System.Linq; using System.Linq.Expressions; using AutoMapper; using DigitalLeap.Domain.Model; using DigitalLeap.Repositories.EntityModel; namespace DigitalLeap.Repositories { public abstract class EntityRepository<TModel, TEntity> : I...
using Microsoft.Diagnostics.Tracing; using Microsoft.Diagnostics.Tracing.Etlx; using Sentry.Extensibility; using Sentry.Internal; using Sentry.Protocol; namespace Sentry.Profiling; /// <summary> /// Build a SampleProfile from TraceEvent data. /// </summary> internal class SampleProfileBuilder { private readonly S...
using System; using System.Collections.Generic; using System.Linq; using System.Web; using KhanaKhajana.Models; using System.Data.Entity.Migrations; namespace KhanaKhajana.Services { public class ProductServices { KhanaKhajanaEntities db = new KhanaKhajanaEntities(); public bool IsProductAlre...
using System; namespace IronAHK.Rusty.Linux.X11 { [Flags] internal enum SetWindowValuemask { Nothing = 0, BackPixmap = 1, BackPixel = 2, BorderPixmap = 4, BorderPixel = 8, BitGravity = 16, WinGravity = 32, BackingStore = 64, BackingPlanes = 128, BackingPixel = 256, OverrideRedirect = 512, S...
using Entities.Models; using System; using System.Collections.Generic; namespace Contracts { public interface IRunsheetRepository : IRepositoryBase<Runsheet> { IEnumerable<Runsheet> GetAllRunsheetsForInputType(int inputType); Runsheet GetRunsheetByID(int ID); Runsheet GetRunsheetWithSu...
using LR.Core; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace LR.Demos { [RequireComponent(typeof(Framework))] [DisallowMultipleComponent] public abstract class DemoBase : MonoBehaviour { protected Framework m_framework = null; [Header("Frame")] ...
using System.Collections.Generic; namespace Alabo.Framework.Basic.Regions.Dtos { public class RegionView { public string Label { get; set; } public string Value { get; set; } public List<RegionView> RegionViews { get; set; } } public class RegionProvince { public string...
/* Sistema de juego desarrollado con fines didacticos y educativos de libre uso y mejora para cualquiera que desee utilizarlo con fines no lucrativos. by wsullivan 2016. */ using System; using System.Windows.Forms; namespace GUI_THanoi { public partial class GUI_AcercaDelJuego : Form { /// <summary>...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace HandlingWordRules { public class longestWordsStrtABC : ICountingRulesStrategy { //Requirement 3/Rule 3 : For all the words starts with “a” or “b” or “c”, get the longest length of the word...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Data; using System.Collections; namespace CRL.Dynamic { internal sealed partial class DynamicObject : System.Dynamic.IDynamicMetaObjectProvider , IDictionary<string, object> { Dictionary...
using EduHome.DataContext; using EduHome.Helpers.Enums; using EduHome.Models.Entity; using EduHome.ViewModels.Account; using Microsoft.AspNetCore.Identity; using Microsoft.AspNetCore.Mvc; using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; namespace EduHome.Areas.Admin.Con...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using System; using TMPro; public class MatchMaker : MonoBehaviour { public static MatchMaker instance; private LevelContainer LC; public GameObject LevelSelectionPanel; public List<GameObject> selecti...
using log4net; using Microsoft.Reporting.WebForms; using Pe.GyM.Security.Web.Session; using Pe.Stracon.Politicas.Aplicacion.Core.ServiceContract; using Pe.Stracon.Politicas.Aplicacion.TransferObject.Request.General; using Pe.Stracon.SGC.Aplicacion.Core.Base; using Pe.Stracon.SGC.Aplicacion.Core.ServiceContract; using ...
using System.Drawing; using GTA; namespace CodenameMaffia { public class ProgressBar { private Rectangle background; private Rectangle fill; private Point position; private Size size; private int value; private int maxValue; public ProgressBar(int x, in...
using AutoFixture; using Moq; using NUnit.Framework; using SFA.DAS.CommitmentsV2.Api.Client; using SFA.DAS.CommitmentsV2.Api.Types.Requests; using SFA.DAS.CommitmentsV2.Shared.Interfaces; using SFA.DAS.ProviderCommitments.Web.Controllers; using SFA.DAS.ProviderCommitments.Web.Models.Apprentice; using System.Threading;...
using System.Collections; using System.Collections.Generic; using UnityEngine.UI; using UnityEngine; public class SubMenuTrigger : MonoBehaviour { // Use this for initialization [SerializeField] private GameObject m_subMenuPanel; private Button m_subPanel; private void Start(){ m_subPanel = GetComponentInChil...
using System; using System.Windows.Forms; namespace Bit8Piano { class KeyboardButton : Button { public void PerformKeyDown() { this.OnMouseDown(new MouseEventArgs(MouseButtons.Left, 0, 1, 1, 0)); } public void PerformKeyUp() { this.OnMouseUp(new...
using ApiSGCOlimpiada.Data.ResponsavelDAO; using ApiSGCOlimpiada.Models; using Microsoft.AspNetCore.Http; using Microsoft.AspNetCore.Mvc; using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using Microsoft.AspNetCore.Authorization; namespace ApiSGCOlimpiada.Controllers { ...
using System.Collections.Generic; using MainWebApplication.Models; namespace MainWebApplication { public class Site : List<BleHub> { } }
using System; using JetBrains.Annotations; namespace iSukces.Code.VsSolutions { public class NugetVersionRange { public static NugetVersionRange Parse([NotNull] string text) { if (text == null) throw new ArgumentNullException("text"); text = text.Trim(); cons...
using AppNotas.Modelo; using CarritoCompras.Modelo; using Newtonsoft.Json; using System; using System.Collections.Generic; using System.Net; using System.Net.Http; using System.Text; using System.Threading.Tasks; namespace CarritoCompras.Service { public class ApiServiceFirebase { public static async ...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerSprite : MonoBehaviour { private GameObject vesselGO; private int vessel_internal; public int vessel { get { return vessel_internal; } set { vessel_internal = value; Destroy(vesselGO); ves...
using System; using System.Collections.Generic; using System.ComponentModel; using System.Linq; using System.Text; using System.Threading.Tasks; namespace EBS.Domain.ValueObject { public enum StocktakingStatus { [Description("作废")] Cancel = -1, /// <summary> /// 待审 /// </...
namespace AtomosZ.OhBehave.EditorTools { public interface IParentNodeWindow { void CreateChildConnection(NodeWindow newNode); string GetName(); } }
using System; using System.Net.Http; using System.Web.Http; using Phenix.Core.Data; using Phenix.Core.Mapping; using Phenix.Core.Security; using Phenix.Services.Host.Core; namespace Phenix.Services.Host.Service.Web { public sealed class DataController : ApiController { #region 方法 internal static Type Loa...
using System; class ArrayDemo { static void Main() { int[][] riders = new int[7][]; riders[0] = new int[10]; riders[1] = new int[10]; riders[2] = new int[10]; riders[3] = new int[10]; riders[4] = new int[10]; riders[5] = new int[2]; riders[6] =...
using EddiConfigService; using EddiCore; using EddiDataDefinitions; using EddiEvents; using EddiSpanshService; using JetBrains.Annotations; using System; using System.Collections.Generic; using System.Linq; using Utilities; namespace EddiNavigationService.QueryResolvers { [UsedImplicitly] internal class Neare...
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 UBS.DTO; using Newtonsoft.Json; using System.IO; namespace UBS { public partial class Form1 : ...
using NUnit.Framework; using NASTYADANYA; namespace NASTYADANYATest { [TestFixture] public class AtgTests { [TestCase(1, 0.7854)] [TestCase(2, 1.1072)] [TestCase(3, 1.2491)] public void CalculateTest(double firstValue, double expected) { var calculator =...
using System; using System.Collections.Generic; using System.Text; using Btf.Data.Model.Base; namespace Btf.Data.Model.User { public class UserVerificationKey : BaseEntity { public int UserId { get; set; } public User User { get; set; } public string VerificationKey { get; set; } ...
using System; using Apv.AV.Services.Data.Models.Shared; using System.Collections.Generic; namespace Apv.AV.Services.Shared { public interface IApvSharedServices { ICollection<CountryGlobalSetting> getCountryGlobalSettings(); CountryGlobalSetting getCountryGlobalSetting(string countryCode); ...
using Microsoft.VisualStudio.TestTools.UnitTesting; using System; using Vspace = NaturalLanguage.vector.VectorSpace; using W2V = NaturalLanguage.NN.Word2Vec; namespace Tests { [TestClass] public class NaturalLanguageTests { [TestMethod] public void TestMethod1() { float[...
using SQLite; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using TravelApp.Model; using Xamarin.Forms; using Xamarin.Forms.Xaml; namespace TravelApp { [XamlCompilation(XamlCompilationOptions.Compile)] public partial class ProfilePage : Con...
using UnityEngine; [RequireComponent(typeof(PlayerController))] public class PlayerSetup : MonoBehaviour { [SerializeField] GameObject playerUIprefab; private GameObject PlayerUIInstance; // Start is called before the first frame update void Start() { PlayerUIInstance = Instantiate(...
namespace ComputersApplication { using System.Collections.Generic; public class ProductManager : IProductMediator { public Computer[] GetProducts(string factoryName) { if (factoryName == "Dell") { List<Computer> hpList = new List<Computer>(); ...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.InputSystem; namespace Game { /// <summary>Player controller for handling inputs and physics</summary> public class PlayerController : MonoBehaviour, IEntity { [SerializeField] private Animator ...
using UnityEngine; using System.Collections; public class CAVE2Interactable : MonoBehaviour { [SerializeField] protected bool wandOver = false; [SerializeField] protected bool wandPointing = false; protected float lastWandOverTime; protected float lastWandPointingTime; float wandOverTi...
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 DataLayer { public class SeekTenantRequest { [Key] [DatabaseGenerated(D...
using UnityEngine; using System.Collections; public class Scene7 : Scene { protected GameObject puppy; private static int pass = 0; private static bool fail = false; private static Vector3[] triggerPositions = new Vector3[2]; private static bool isInitialized = false; protected override void Awake() { ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace SolidPrinciples.LiskovSubstitution.Voilation { class FileManager { public List<File> allFiles { get; set; } public string GetContentfromfile() { ...
using System; using System.Collections.Generic; using System.Text; namespace SnakeNLadder { class UC3_SnakeNLadder { public int nextposition(int a, int b) { switch ( a + b ) { case 8: Console.WriteLine("Woww!!You got ladder at position...
using Terraria; using Terraria.ModLoader; namespace StarlightRiver.Buffs { public class ForestTonic : ModBuff { public override void SetDefaults() { DisplayName.SetDefault("Forest Tonic"); Description.SetDefault("Immunity to poision + regeneration"); } ...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Blast : MonoBehaviour { public ParticleSystem blast; // Start is called before the first frame update public void Start() { blast.Play(); } }
using Features.Clientes; using MediatR; using Moq; using Moq.AutoMock; using System.Linq; using System.Threading; using Xunit; namespace AplicacaoDemo.Tests.AutoMock { [Collection(nameof(ClienteAutoMockerCollection))] public class ClienteServiceTests { private readonly ClienteAutoMockerFixture _cl...
using Castle.MicroKernel.Registration; using Castle.Windsor.Installer; namespace Thingy.Infrastructure { internal static class AssemblyInstallers { /// <summary> /// Get Assembly Installers /// </summary> /// <returns>An IWindsorInstaller encapsulating the full set of...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; public class Menu : MonoBehaviour { [SerializeField] private GameObject shop; public void NextLevel() { SceneManager.LoadScene(SceneManager.GetActiveScene().buildInde...
using System.Collections; using System.Collections.Generic; using UnityEngine; using Photon.Pun; using Photon.Realtime; using UnityEngine.SceneManagement; public class SoldierSetup : MonoBehaviourPunCallbacks { void Awake() { if(SceneManager.GetActiveScene().name == "GameScene") { ...
using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using Engine; public static class CopyPaste { private static Engine.Mode Mode = Engine.Mode.mode3D; private static Object[] cacheSelectedObjects = null; private static List<Object> ObjectList = null; publ...
using UnityEngine; using System.Collections; public enum EaseType {None, In, Out, InOut} public class Fade { public static IEnumerator Alpha (GUITexture tex, float start, float end, float timer) { yield return Alpha(tex, start, end, timer, EaseType.None); } public static IEnumerator Alpha (GUITexture tex, flo...
using System.Threading.Tasks; using KitStarter.Server.Library.Configuration; using KitStarter.Server.Models; using MimeKit; namespace KitStarter.Server.Tools.EmailSender { public class MailKitSender : EmailSender { public MailKitSender(STMPConnection settings) : base(settings) { } ...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.SceneManagement; public class CameraController : MonoBehaviour { public static float speed = 0; public float speedincrease; public float maxspeed = 0.03f; public float ...
using DChild.Gameplay.Cinematics; namespace DChild.Gameplay { public interface ICinematicRoutine : IGameplaySubroutine { void PlayCutscene(Cutscene cutscene); void StopCutscene(Cutscene cutscene); } }
using System; using System.Collections.Generic; using System.Timers; namespace Voluntariat.Services { public interface IScheduledTask { ScheduledTaskConfiguration Configuration { get; set; } Action Action { get; set; } void Start(); void Remove(); } public class Sch...