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using System; using System.Collections.Generic; using System.Threading; using System.Windows; using System.Windows.Threading; namespace CODE.Framework.Wpf.Mvvm { /// <summary> /// This class provides async loading behavior useful to view models /// </summary> public static class AsyncWorker { ...
using UnityEngine; using System.Collections; public class babaylanHP : MonoBehaviour { public int HP; public int dmg = 10; // Use this for initialization void Start () { } // Update is called once per frame void Update () { if (HP <= 0) { Debug.Log ("death!"); } } void OnTriggerEnter (Collide...
using System.Diagnostics.CodeAnalysis; namespace DFC.ServiceTaxonomy.Content.Configuration { [ExcludeFromCodeCoverage] public class AzureAdSettings { public string? ClientId { get; set; } public string? ClientSecret { get; set; } public string? Authority { get; set; } publi...
using System.Globalization; using System.Web.Mvc; namespace Meshop.Framework.Helpers { public static class CommonHtmlExtensions { public static object GetGlobalResource(this HtmlHelper htmlHelper, string classKey, string resourceKey) { return htmlHelper.ViewConte...
using System; namespace SFA.DAS.ProviderCommitments.Web.Models.Cohort { public class SelectDeliveryModelRequest { public long ProviderId { get; set; } public Guid CacheKey { get; set; } } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Numerics; namespace _09.First100MembersOfFibonacci { class FibonacciSequence { static void Main() { Console.WriteLine("The first 100 members of the sequ...
using Abp.Authorization.Roles; using Abp.Authorization.Users; using Abp.MultiTenancy; using Abp.Zero.EntityFramework; namespace Abp.Migrations { using System; using System.Data.Entity; using System.Data.Entity.Migrations; using System.Linq; internal sealed class Configuration : DbMigrationsConfigu...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class MainWorldEvents : MonoBehaviour { [SerializeField] private TransitionBetweenScenes transition; void OnTriggerEnter2D () { StartCoroutine(Finish()); } IEnumerator Finish() { transition.FadeToB...
using System.Linq; using AuthorizationServer.Models; using AuthorizationServer.Services; using CryptoHelper; using Microsoft.AspNetCore.Builder; using Microsoft.AspNetCore.Identity.EntityFrameworkCore; using Microsoft.EntityFrameworkCore; using Microsoft.Extensions.DependencyInjection; using OpenIddict.Core; using Open...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace _02.Going_to_a_party { class GoingToAParty { static void Main(string[] args) { string input = /*Console.ReadLine()*/"abcAk^zzz^"; bool isLower =...
using Microsoft.SharePoint; using System; using System.Collections.Generic; using System.Linq; using System.Runtime.Serialization; using System.Text; using System.Threading.Tasks; namespace YFVIC.DMS.Model.Models.ExtenalCompany { public class EXUserEntity { /// <summary> ///编号 /// </sum...
using UnityEngine; using UnityAtoms.BaseAtoms; using UnityAtoms.MonoHooks; namespace UnityAtoms.MonoHooks { /// <summary> /// Adds Variable Instancer's Variable of type ColliderGameObject to a Collection or List on OnEnable and removes it on OnDestroy. /// </summary> [AddComponentMenu("Unity Atoms/Syn...
namespace DelftTools.Utils.Collections { // TODO: use NotifyCollectionChangeEventArgs as in PropertyChange public delegate void NotifyCollectionChangedEventHandler(object sender, NotifyCollectionChangingEventArgs e); }
using System; using System.Collections.Generic; using FitApp.Views; using Xamarin.Forms; namespace FitApp { public partial class AppShell : Xamarin.Forms.Shell { public AppShell() { Shell.SetTabBarIsVisible(this, false); InitializeComponent(); } } }
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Advertisements; public class AdsManager : MonoBehaviour { public void ShowRewardedAd() { Debug.Log("Showing Rewarded Ad."); if(Advertisement.IsReady("rewardedVideo")) { ...
using System; using System.Collections.Generic; using DomainModel.Entity.AmountClasses; using DomainModel.Entity.PaymentType; namespace DomainModel.Entity.DomainServices { public class PaymentServiceDom { public List<Installment> PrePaymentMethod(Amount totalPrice, int installmentCount) { ...
using System.IO; using Tomelt.Host; namespace Tomelt.HostContext { public class CommandHostContext { public CommandReturnCodes StartSessionResult { get; set; } public CommandReturnCodes RetryResult { get; set; } public TomeltParameters Arguments { get; set; } public DirectoryInfo T...
using System; using System.Collections; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; namespace CodeX { public struct AreaInfo { public uint id; public uint type; public byte[,] data; } ...
using Alabo.AutoConfigs.Entities; using Alabo.AutoConfigs.Services; using Alabo.Datas.UnitOfWorks; using Alabo.Domains.Enums; using Alabo.Domains.Services; using Alabo.Extensions; using Alabo.Framework.Core.Reflections.Services; using Alabo.Helpers; using Alabo.UI.Design.AutoForms; using System; using System.Collectio...
using System.Linq; using O2.ToolKit.Core; using PFRCenterGlobal.ViewModels; using Xamarin.Forms; namespace PFRCenterGlobal.Views.AuthZone { public partial class CertificatesPage : ContentPage { public CertificatesPage() { InitializeComponent(); BindingContext = O2Store...
using System; using System.Collections.Generic; using System.Linq; using MerchantRPG.Data; using MerchantRPG.Simulation; namespace Merchant_RPG_build.Processing { public class Combinator { private const int MaxBuilds = 1; private Dictionary<ItemSlot, Stats[]> AllItems; private ItemSlot[] Slots; private Lis...
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class MemoryHandler : MonoBehaviour { public enum Memory : byte { LETTER1 = 0, TEDDY, LETTER2, BALL, LETTER3, RADIO } public RawImage[] inventoryImg; private bool[] memories; pu...
namespace EXON.Model { using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using System.ComponentModel.DataAnnotations.Schema; using System.Data.Entity.Spatial; public partial class STRUCTURE_DETAIL { [Key] public int StructureDetailI...
using System; using System.Collections.Generic; using Conditions.Guards; using Properties.Core.Interfaces; using Properties.Core.Objects; namespace Properties.Core.Services { public class UploadService : IUploadService { private readonly IUploadRepository _uploadRepository; private readonly IR...
using ISE.Framework.Server.Core.DataAccessBase; using ISE.SM.Common.DTO; using ISE.SM.Model; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace ISE.SM.DataAccess { public class LoginTypeTDataAccess : TDataAccess<LoginType, LoginTypeDto, Lo...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace _05_Multiply_Targeted_Cell { public class _05_Multiply_Targeted_Cell { public static void Main() { var dimentions = Console.ReadLine().Split().Select(int.Pa...
using UnityEngine; using System.Collections; public class meteorScript : MonoBehaviour { public float MinTorque = -100f; public float MaxTorque = 100f; public float MinForce = 20f; public float MaxForce = 40f; public GameObject Explosion; public GameObject NextAsteroid; public int NumOfMe...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using Integer.Domain.Agenda; using Raven.Client; using System.Linq.Expressions; using Integer.Infrastructure.LINQExpressions; using Integer.Domain.Acesso; namespace Integer.Infrastructure.Repository { public class UsuarioReposit...
 namespace Framework.Logging.Logger { public enum LoggerType { Unknown, DbLogger, FileLogger } }
using UnityEngine; using UnityEngine.EventSystems; public class DragAndDrop : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler { private Vector3 originalPosition; private CanvasGroup canvasGroup; private Card card; private void Start() { canvasGroup = GetComponent<CanvasGro...
using UnityEngine; using System.Collections; using UnityEngine.UI; public class BotEsc : MonoBehaviour { private float time; public Camera camera; public string bot,fondo; public static bool Avanza = false; private AudioSource sonfon, sonbot; private bool seguir; void Start() { ...
using System; using System.Collections.Generic; using System.ComponentModel; using System.IO; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Xml; using System.Reflection; using System.Collections; using Newtonsoft.Json; using System.Web; using System.Text.RegularExpression...
using Microsoft.EntityFrameworkCore.Metadata; using Microsoft.EntityFrameworkCore.Migrations; using System; using System.Collections.Generic; namespace EQS.AccessControl.Repository.Migrations { public partial class InitialMigration : Migration { protected override void Up(MigrationBuilder migrationBui...
using Pe.Stracon.Politicas.Aplicacion.Core.Base; using Pe.Stracon.Politicas.Aplicacion.TransferObject.Request.General; using Pe.Stracon.Politicas.Aplicacion.TransferObject.Response.General; using System.Collections.Generic; namespace Pe.Stracon.Politicas.Aplicacion.Core.ServiceContract { /// <summary> /// Def...
using Photon.Pun; using System.Collections; using System.Collections.Generic; using UnityEngine; public class Dead_Car : MonoBehaviour, IPunInstantiateMagicCallback { [SerializeField] private ParticleSystem explosionParticles = null; [SerializeField] private ExplosionForce explosionForce = null; ...
using FluentMigrator; namespace Profiling2.Migrations.Migrations { [Migration(201301231524)] public class CreatedTimestamps : Migration { public override void Down() { foreach (string table in new string[] { "PRF_Person", "PRF_Organization", "PRF_Event", "PRF_Career", "PRF_Per...
using System; using System.IO; namespace BulkEmail.CSV { /* 2) Refactor the CSVReaderWriter implementation into clean, elegant, well performing and maintainable code, as you see fit. You should not update the BulkEmailProcessor as part of this task. Backwards compatibility o...
using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using System.Linq; using System.Text; using System.Threading.Tasks; namespace GardenControlCore.Enums { public enum DeviceType { Relay = 1, [Display(Name = "DS18B20 Thermometer")] ...
using StarlightRiver.Abilities; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Terraria; using Terraria.ModLoader; namespace StarlightRiver.Items.Infusions { public class SlotAdder : ModItem { public override void SetDefaults()...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using IWorkFlow.DataBase; namespace IWorkFlow.ORM { [DataTableInfo("Setting_Standard_Condition", "NodeID")] class Setting_Standard_Condition : QueryInfo { #region Model priva...
using Mono.Cecil; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Text.RegularExpressions; using WebApiToTypeScript.Block; using WebApiToTypeScript.Types; namespace WebApiToTypeScript.Interfaces { public class InterfaceService : ServiceAware { private readon...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.SceneManagement; public class GameManager : MonoBehaviour { public static bool isGameOver; public static int overCount; public static int score; public static int coin; public s...
using System.Collections; using System.Collections.Generic; using UnityEngine; using com.zhifez.gamejams; namespace com.zhifez.seagj { public class Scientist : Base { public static Scientist instance; private Player player; private Animator animator; private bool _isProud = false; private bool ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace BELCORP.GestorDocumental.BE.DDP { [Serializable] public class ElementoBE { public int Id { get; set; } public string Title { get; set; } public string Codig...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class MenuManager : MonoBehaviour, ContextManager { // Use this for initialization void Start () { GameManager.Instance.MenuManager = this; } // Update is called once per frame void Update () { } public void ProcessI...
using System.ComponentModel.DataAnnotations; using System.ComponentModel.DataAnnotations.Schema; using Alabo.Domains.Entities; using Alabo.Domains.Enums; using Alabo.Validations; using Alabo.Web.Mvc.Attributes; using MongoDB.Bson.Serialization.Attributes; namespace Alabo.Industry.Cms.Articles.Domain.Entities { //...
using System.Collections.Generic; using System.Drawing; using System.Globalization; using System.Text; using System.Threading; using Colorful; using static stealerchecker.Program; namespace stealerchecker; internal static class Ext { public static void Print(this Menu menu) { Console.Clear(); ...
using gView.Framework.Data; using gView.Framework.Geometry; using Newtonsoft.Json; using System; using System.Collections.Generic; using System.Linq; using System.Windows.Forms; namespace gView.Framework.UI.Dialogs.Network { public partial class SelectFeatureclassesControl : UserControl { private IFea...
using System; using System.Diagnostics; using System.Collections.Generic; using System.Data.Entity; using System.Linq; using System.Web; using System.Web.Mvc; using System.Web.Optimization; using System.Web.Routing; using SampleMVCSolution.DataAccessLayer; namespace SampleMVCSolution { public class M...
using System; using System.Collections.Generic; using System.Text; namespace Cryptlex { public class OrganizationAddress { public string AddressLine1; public string AddressLine2; public string City; public string State; public string Country; public string P...
using Microsoft.VisualStudio.TestTools.UnitTesting; namespace Shipwreck.TypeScriptModels.Decompiler.Transformations.Expressions { [TestClass] public class ThisExpressionTest { private class TestClass { public TestClass SourceMethod(int a) => this; } ...
using System; using System.Collections; using System.Collections.Generic; using System.Data; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows; using System.Windows.Controls; using System.Windows.Data; using System.Windows.Documents; using System.Windows.Input; using System.Windo...
using System; using System.Collections.Generic; using System.IO; using System.Threading.Tasks; using System.Xml; using System.Xml.Serialization; namespace IcecatSharp.Infrastructure { public static class CustomXmlParser { public static readonly XmlReaderSettings CustomXmlReaderSetting = new XmlReaderS...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace VeterinariaT1.Modelo { class Tratamientos { private int idServicio; private string servicio; private string encargado; private int precio; priva...
using System; using System.Collections.Generic; using System.Text; namespace MessengerStats { public class GraphData { public int Padding { get; set; } public string XAxisLabel { get; set; } public string YAxisLabel { get; set; } public Dictionary<string, (float[] x, float[] y)> Da...
using System; namespace TechnicalRadiation.Models.Dtos { public class CategoryDetailsDto : HyperMediaModel { public int Id { get; set; } public string Name { get; set; } public string Slug { get; set; } public int NumberOfNewsItems { get; set; } } }
using gView.Framework.Data; using System.Threading.Tasks; namespace gView.Framework.FDB { public interface IAltertable { Task<bool> AlterTable(string table, IField oldField, IField newField); } }
namespace LocusNew.Migrations { using System; using System.Data.Entity.Migrations; public partial class InitialModelUpdate2 : DbMigration { public override void Up() { DropForeignKey("dbo.Listings", "AdType_Id", "dbo.AdTypes"); DropForeignKey("dbo.Listings", ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace TechnicalQ_s { class Program { static void Main(string[] args) { //1. Given an array of integers, write a method to total the odd numbers. //...
using System; using System.ComponentModel.DataAnnotations; using System.ComponentModel.DataAnnotations.Schema; using Welic.Dominio.Models.Users.Mapeamentos; using Welic.Dominio.Patterns.Pattern.Ef6; namespace Welic.Dominio.Models.Estacionamento.Map { public class SolicitacoesVagasLiberadasMap: Entity { ...
//using ProxyBenefix; using System.Threading.Tasks; namespace Common.Proxies { public class GestaoFiscalService { //private readonly NfeiServiceSoapClient _service; public GestaoFiscalService() { //var remoteAddress = "https://homolog.e-benefix.com.br/NFeV10/nfeiservice.asmx"; //var remoteAddress = "htt...
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace Battle_city { class Forest : Object_of_map { public Forest(int x, int y) : base(x, y) { this.x = x; //TODO Это надо? this.y = y; base.image = Forest_imag...
using Lucene.Net.Documents; using Lucene.Net.Index; using Lucene.Net.Search; using Profiling2.Domain.Contracts.Search; using Profiling2.Domain.Scr.PersonEntity; using Profiling2.Infrastructure.Search.IndexWriters; namespace Profiling2.Infrastructure.Search { public class ScreeningResponseIndexer : BaseIndexer, IS...
namespace Atc.CodeDocumentation { public class AtcCodeDocumentationAssemblyTypeInitializer { // Dummy } }
using DevTask.Models; using System; using System.Collections.Generic; using System.Linq; using System.Web; namespace DevTask.DAL { public class QueryRepository { public bool SaveQuery(QueryModel model) { bool result = false; try { using (var ...
using UnityEngine; using System.Collections; public class PlayerController : MonoBehaviour { public float speed; public float turningSpeed; public Rigidbody ship; public string playerNumber; // Use this for initialization void Start () { } // Update is called once per frame void FixedUpdate () { //T...
// For Fish Enemy using UnityEngine; using System.Collections; public class Fish : MonoBehaviour { // States of the Fish public bool idle; public bool near; public bool veryNear; public bool isLeft, isRight; public Transform target; // Use this for initialization void Start () { //Find the Jellyfish an...
using System; using NetTopologySuite.Extensions.Networks; namespace NetTopologySuite.Extensions.Tests.Features { public class SimpleBranchFeature : BranchFeature { public override object Clone() { return base.Clone(); } } }
using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; using generalClassLibrary; using System.Data; using System.Text; using System.IO; using System.Drawing; public partial class Messaging_Module_Mailing : System.Web.UI.P...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class SnarePlayer : MonoBehaviour { [SerializeField] ControleJogador speedOfPlayer; [SerializeField] GameObject theBullet; [SerializeField] float tempoDoSnare = 2; float tempoAux; // Start is called before the fi...
using UnityEngine; using UnityEngine.Events; namespace Action { /// <summary> /// Action move. /// </summary> public class ActionScale : ActionBase { // Local scale from Vector3 _from; // Local scale to Vector3 _to; ActionScale( GameObject target, float duration, Vector3 from, Ve...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using NPOI.HSSF.UserModel; namespace com.Sconit.Utility.Report { public interface IReportGen { IReportBase GetIReportBase(String template, IList<object> list); IReportBase GetIReportBase(String template, Dict...
using Newtonsoft.Json; using System; using System.Collections.Generic; using System.Text; namespace Langium.DataLayer.DbModels { public class UserModel { public int Id { get; set; } public string Email { get; set; } [JsonIgnore] public string Password { get; set; } [...
using System.Collections; using System.Collections.Generic; using System.Diagnostics.Contracts; using UnityEngine; public class BitwiseOperatorCalculator : MonoBehaviour { public int a; public int b; public int outputC; // Start is called before the first frame update void Start()...
using System; namespace Samples { public static class ExtensionsSpecial { /// <summary> /// Determines if a string is within another string with Comparison options /// </summary> /// <param name="source"></param> /// <param name="compareToken">string to see if it exist...
using UnityEngine; using UnityEngine.UI; /// <summary> /// Closes a Popup to close when a Button is clicked. /// When attached to GameObjects with a Button, this will add a /// callback to the Button's onClick listener that closes the first /// Popup found in a parent object. /// </summary> [RequireComponent(typeof(B...
using System; using System.Runtime.CompilerServices; namespace DanialProject.Models.DataClasses { public class SaveBuildingResponse { public int BuildingId { get; set; } public int CookieId { get; set; } public int Status { get; set; } public SaveBuildingResponse() { } }...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Edge : MonoBehaviour { //member variables [SerializeField] float m_Cost; Node m_End; LineRenderer m_LineRenderer; //call on startup public void setup(Node end, float cost) { ...
using BELCORP.GestorDocumental.BE.DDP; using BELCORP.GestorDocumental.Common; using BELCORP.GestorDocumental.DA.Sharepoint; using Microsoft.SharePoint; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace BELCORP.GestorDocumental.BL.DDP { pu...
using UnityEngine; using UnityEngine.UI; public class PlayerHealth : MonoBehaviour { int health; GameObject[] death; WaveLogic waveLogic; void Start() { health = 100; GameObject.FindWithTag("HP").GetComponent<Text>().text = health.ToString() + " ❤"; death = GameObject.FindGameObjectsWithTag("DeathScreen"...
using System; using System.Numerics; namespace Gauss { internal class FractionType : ICloneable { private readonly BigInteger _numerator = 0; private readonly BigInteger _denominator = 1; public object Clone() => new FractionType(_numerator, _denominator); private BigInteger ...
using System; using LeagueSharp; using LeagueSharp.Common; using System.Drawing; namespace PrivatePoppy { class Program { public static Menu Param; public static Obj_AI_Hero Player => ObjectManager.Player; public static Orbwalking.Orbwalker Orbwalker; public static Spell ...
using System; using System.Collections.Generic; using System.ComponentModel; using System.ComponentModel.DataAnnotations; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows.Forms; namespace ByteClubGroupTicketSystem { public partial cl...
using UnityEngine; using System.Collections; using System.Collections.Generic; using System.Linq; public static class Tools { public static Transform Search(this Transform target, string name) { if (target.name == name) return target; for (int i = 0; i < target.childCount; ++i) { var result = Search(targ...
using System.Collections.Generic; using System.Data; using System.Linq; namespace ACS { /// <summary> /// 系统启动时初始化数据 /// </summary> public class Down { public static void InitData() { DownPoint(); DownShelf(); DownAgv(); ...
using Alabo.Domains.Entities.Core; using System; using System.Collections.Generic; using System.Linq.Expressions; using System.Threading.Tasks; namespace Alabo.Datas.Stores.Add { public interface IGetListAsyncStore<TEntity, in TKey> where TEntity : class, IKey<TKey>, IVersion, IEntity { /// <summary> ...
using System; using System.ComponentModel.DataAnnotations; using Alabo.Domains.Enums; using Alabo.Validations; using Alabo.Web.Mvc.ViewModel; namespace Alabo.Industry.Cms.Articles.ViewModels { public class ViewArticle : BaseViewModel { [Display(Name = "编号")] public long Id { get; set; } [Disp...
// // Copyright (c) Autodesk, Inc. All rights reserved. // // This computer source code and related instructions and comments are the // unpublished confidential and proprietary information of Autodesk, Inc. // and are protected under Federal copyright and state trade secret law. // They may not be disclosed to, copi...
using System; using System.Collections.Generic; using System.Text; namespace EmberKernel.Services.Command.Builder { public interface ICommandSourceBuilder { ICommandSourceBuilder ConfigureSource<T>(); ICommandSourceBuilder ConfigureSource(Type type); ICommandSourceBuilder ConfigureMult...
namespace classicSortingAlgorithms.SortingClasses { using System.Collections.Generic; class DoubleSelectionSorting<T> : Sort<T> { public override string ClassName { get; set; } = "Double Selection"; public override T[] Sorting(T[] array) { int lastUnsorted = array.Length - 1; for (int i = 0; i <= lastUn...
using System.Collections.Generic; using RESTfulAPI.Model.Models; namespace RESTfulAPI.Repository.Interfaces { public interface IRoleUserInterface { public List<RoleUser> GetUsers(int roleId); public List<RoleUser> GetRoles(int userId); public int Add(RoleUser roleUser); publ...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class ObjRoom : MonoBehaviour { int id; string roomID; string hostGuid; bool roomName; Time dateTimeStart; int lastDoneQuestID; int lastDoneRiddleID; int playerTwo; int playerThree; public O...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Problem_4_OddNumber { class OddNumber { static void Main() { int N = int.Parse(Console.ReadLine()); long result = 0; for (int i = 1;...
using UnityEngine; using System.Collections; using System.Collections.Generic; public class MeshData { public List<Vector3> vertices = new List<Vector3>(); public List<Vector3> normals = new List<Vector3>(); public List<Vector2> uv = new List<Vector2>(); public List<Color> colors = new List<Color>(); public List<...
using System; using System.Collections.Generic; namespace OurClassLibrary { public class clsStockCollection { //private data member that stores the count of records found private Int32 recordCount; //create a private list data member to store the data from the database private...
using System; using System.Collections.Generic; using System.Text; namespace HBPonto.Kernel.Helpers.Jiras { public class JiraIssueWorklog { public int total { get; set; } public int totalTimeSpent { get; set; } public IList<JiraIssueWorklogs> worklogs { get; set; } } public cl...
using UnityEngine; using System.Collections; namespace EventSystem { public class BeginYearEvent : GameEvent { public BeginYearEvent () {} } }
using UnityEngine; using System.Collections; namespace bullStates { public class Stun : State { GameObject self; float stunTime; float currStunTime; public Stun (float _stunTime) { stunTime = _stunTime; } public void Enter(GameObject obj, Anim...
using System; using System.Collections.Generic; using ArkSavegameToolkitNet.Types; namespace ArkSavegameToolkitNet { public interface IGameObject : IPropertyContainer { /// <summary> /// Is the index of this object in the container /// </summary> int ObjectId { get; set; } ...
using BP12.Events; using DChild.Gameplay; using DChild.Gameplay.Cinematics; using DChild.Gameplay.Objects.Characters.Enemies; using Sirenix.OdinInspector; using UnityEngine; namespace DChild.Gameplay.Cinematics { public class QueenBeeFightDirector : BossFightDirector { [SerializeField] [TabGro...