text
stringlengths
13
6.01M
using System; using System.Collections.Generic; using System.ComponentModel; using System.ComponentModel.DataAnnotations; using System.ComponentModel.DataAnnotations.Schema; using System.Linq; using System.Web; namespace FreezyFood_Profit_Calculator.Models { public class Unit { public Unit() {...
using DaScript.Lib.Data.Infrastructure; using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using System.ComponentModel.DataAnnotations.Schema; using System.Text; namespace Appointments.DAL.Models { public class TodoItem : TrackedEntityBase, IEntityBase<long> { ...
using System.Collections.Generic; namespace ostranauts_modding { public class CrewSkin { public IList<string> aValues { get; set; } public string strName { get; set; } } }
using System.Collections; using System.Collections.Generic; using UnityEngine; public class PipeSpawner : MonoBehaviour { [SerializeField] private GameObject obstacle; private float minY = 1.2f, maxY = 4.5f; private float tmpY, startX = 1f, startZ = -31; // Start is called before the...
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace Entidades.Vistas { public class vMUNICIPIOS { public string MUN_COD { get; set; } public string MUN_NOM { get; set; } public string MUN_USAP { get; set; } public string MUN_USBD { ge...
using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; using System.Configuration; using System.Data; using System.Data.SqlClient; using WindowsFormsApplication2; public partial class right1 : System.Web.UI.Page { SqlConnection m...
using Dapper.FluentMap.Dommel.Mapping; using Restaurants.Domain; namespace Restaurants.Data.Mappers { public class MenuMap : DommelEntityMap<Menu> { public MenuMap() { ToTable("MENU"); Map(x => x.Id).ToColumn("ID").IsKey(); Map(x => x.ImagePath).ToColumn("IM...
// Copyright (c) 2018 FiiiLab Technology Ltd // Distributed under the MIT software license, see the accompanying // file LICENSE or or http://www.opensource.org/licenses/mit-license.php. using System; using System.Globalization; using System.Windows.Data; namespace FiiiCoin.Wallet.Win.Converters { public class Is...
using System; using System.Collections.Generic; using System.Linq; using Nest; using Uintra.Core.Search.Entities; using Uintra.Core.Search.Helpers; using Uintra.Core.Search.Providers; using Uintra.Features.Search.Models; namespace Uintra.Features.Search.Member { public class MemberSearchDescriptorBuilder : IMemberSe...
using PopulationWars.Components; using System; using System.Collections.Generic; using System.IO; using System.Runtime.Serialization.Formatters.Binary; using static System.IO.Directory; namespace PopulationWars.Mechanics { public static class DataParser { private static string m_fullPath = AppDomain.C...
using System; using System.Collections.Generic; using System.Linq; namespace Nono.Engine.Tests { public static class TestHelper { public static IEnumerable<Box[]> LinePredictionFromString(string output) => output.Split('|').Select(line => line.Select(c => (Box) Enum.Parse(t...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class RoomCheck : MonoBehaviour { public RoomIndex roomIndex; public DoorMovement door; EnemySpawner m_enemySpawner; bool m_doorTriggered; // Use this for initialization void Start () { m_enemySpawner = FindObjectOfType...
using System.IO; namespace HTBServices.Mail { public class HTBFileAttachment : HTBEmailAttachment { public string AttachmentDescription { get; set; } public HTBFileAttachment(HTBEmailAttachment attachment) : base(attachment.AttachmentStream, attachment.AttachmentStreamName, attach...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class MagneticField : MonoBehaviour { static public float r1; static public float temp; static public bool fieldstop = true; public float count = 0; // 자기장을 멈추는 시간 float time = 0; // 게임 시작후 ...
using System; using System.Collections.Generic; using System.Text; namespace FactoryMethod { abstract class ListPrinter { public void PrintList(List<string> list) { var comparer = CreateComparer(); var newList = new List<string>(list); newList....
using System.Collections; using System.Collections.Generic; using UnityEngine; public abstract class Contender : MonoBehaviour, IAttackAI, IProjectile { public delegate void OnGameOver(); public static OnGameOver onGameOver; public abstract float _projDamage { get; } public abstract string _name { get;...
using Vector3 = System.Numerics.Vector3; using Vector4 = System.Numerics.Vector4; using Vector2 = System.Numerics.Vector2; namespace Jypeli.Rendering {// TODO: Halutaanko käyttää tätä yhtä structia kaikkeen? public struct VertexPositionColorTexture { public Vector3 Position; // Tämähän voisi oikeasti ...
using System.Collections; using System.Collections.Generic; using UnityEngine; using System; namespace UIFrameWork { public abstract class BaseItem : MonoBehaviour { public enum EnumState { /// <summary> /// 未加载 /// </summary> None, /...
namespace FeedbackAndSurveyService.FeedbackService.DTO { public class AddFeedbackDTO { public string Comment { get; set; } public bool IsAnonymous { get; set; } public string CommentatorJmbg { get; set; } public bool IsAllowedToPublish { get; set; } } }
using System; using System.Collections.Generic; 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.Windows.Media; using System.Windows.Media.Imaging;...
using UnityEngine; namespace Aytona { public class CreateCube : MonoBehaviour { public static void NewCube(Vector3 cubeDimensions) { GameObject rootObj = GameObject.Find("Cube"); if (rootObj != null) { DestroyImmediate(rootObj); }...
using SelectionCommittee.BLL.DataTransferObject; using SelectionCommittee.BLL.Interfaces; using SelectionCommittee.DAL.Entities; using SelectionCommittee.DAL.Interfaces; using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace SelectionCommittee.BLL.Services { public class S...
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; namespace Tails_Of_Joy.Models { public class UserType { public int Id { get; set; } public string Name { get; set; } public static int ADMIN_ID => 1; public static int USER_ID => 2;...
using System; namespace Problem_Triangle_Area { class Program { static void Main(string[] args) { double a = double.Parse(Console.ReadLine()); double ha = double.Parse(Console.ReadLine()); double area = (a * ha) / 2; Console.WriteLine(Math.Round(...
using System; using System.Collections.Generic; using System.Text; namespace BenefitDeduction.EmployeesSalary { public class SalaryBase : ISalary { public int EmployeeId { get; internal set; } public int NumberOfPayPeriod { get; internal set; } public decimal GrossSalaryAnnual { get; i...
using System; using System.Collections.Generic; using System.Data.SqlClient; using System.Linq; using System.Web; using ModelLibrary; namespace HotelRestAPI.DBUtil { public class ManagerGeneric { private const string connectionString = @"Data Source=(localdb)\MSSQLLocalDB;Initial Catalog=HotelDbtest2;...
using System; using System.Net.Http; using System.Threading.Tasks; using UnityEngine; public abstract class TransactionModelBase : ITransactionModel { public const string CSV_DATA_ORDER = "Transaction ID,Date,Crypto currency, Crypto currency amount,Native currency,Native currency amount,Transaction type,Wallet na...
using System; using System.Collections.Generic; using CC.Infrastructure; using System.IO; using Android.Content; using Android.App; using Groceries.ViewModels; using Groceries.Services; using CC.Mobile.Services; using CC.Utilities; using Groceries.Domain; using Gojimo.Tutor.Services; using CC.Utilities.SQLite; using C...
using System; namespace Telephony { public class StartUp { static void Main(string[] args) { var phoneNumbers = Console.ReadLine() .Split(); var URLs = Console.ReadLine() .Split(); var stationary = new Stationary(); ...
using Tomelt.ContentManagement.Drivers; using Tomelt.MediaLibrary.Models; namespace Tomelt.MediaLibrary.Drivers { public class MediaLibraryExplorerPartDriver : ContentPartDriver<MediaLibraryExplorerPart> { protected override DriverResult Display(MediaLibraryExplorerPart part, string displayType, dynamic s...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Weather_Forecast.OpenWeather { class OpenWeather { public main main; public string name; public Weather[] weather; } }
using System; namespace _07_Vending_Machine { class Program { static void Main(string[] args) { string command = string.Empty; string productCommand = string.Empty; double sumCoins = 0; while (true) { command = Console....
using System; using System.Collections.Generic; using System.Data.SqlClient; using System.Linq; using System.Web; using System.Web.Configuration; using UniversityCourseAndResultMangementSystem.Models; namespace UniversityCourseAndResultMangementSystem.Gateway { public class CourseGateway { private str...
using System.Collections; using System.Collections.Generic; using UnityEngine; [RequireComponent(typeof(IKController))] public class HumanoidStateData : CharacterStateData { #region Components protected IKController m_IK; public IKController IK { get { return m_IK; } } #endregion ...
using System; using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using System.Linq; using System.Threading.Tasks; namespace BankAppCore.DataTranferObjects { public class ClientDTO { [Required] [MaxLength(13)] public string SocialSecurityNumber { get; set; } ...
namespace BettingSystem.Application.Games.Matches.Queries.Details { using System.Threading; using System.Threading.Tasks; using MediatR; public class MatchDetailsQuery : IRequest<MatchDetailsResponseModel?> { public int Id { get; set; } public class MatchDetailsQueryHandler : IReq...
using System; using System.Diagnostics; using System.IO; using System.Linq; using Baseline; using Marten.Events; using Marten.Schema; using Marten.Schema.Hierarchies; using Marten.Testing.Documents; using Marten.Testing.Events; using Marten.Testing.Schema.Hierarchies; using Shouldly; using StructureMap; using Xunit; u...
using System; using System.Collections.Generic; using System.Linq; using System.Text.Json.Serialization; using System.Threading.Tasks; namespace Barker.Models { public class Bark { [JsonPropertyName("BarkID")] public int BarkID { get; set; } [JsonPropertyName("Text")] public st...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace LemonadeStand_3DayStarter { class Weather { //member variables public string condition; public int temperature; private List<string> weatherConditions; ...
using System; namespace Profiling2.Domain.Prf.Suggestions { /** * http://www.ats.ucla.edu/stat/mult_pkg/faq/general/odds_ratio.htm * http://luna.cas.usf.edu/~mbrannic/files/regression/Logistic.html * http://en.wikipedia.org/wiki/Logit */ public class FeatureProbabilityCalc { pu...
using System.Linq; namespace Euler_Logic.Problems.AdventOfCode.Y2019 { public class Problem09 : AdventOfCodeBase { public override string ProblemName { get { return "Advent of Code 2019: 9"; } } public override string GetAnswer() { return Answer1().ToString(); ...
using System.Threading.Tasks; using System.Linq; using System.Numerics; class PathGenerator : ExtensionBase { private readonly System.Collections.Generic.List<System.Numerics.Vector3> positions = new System.Collections.Generic.List<System.Numerics.Vector3>(); private readonly System.Collections.Generic.List<A...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class CharacterType : MonoBehaviour { public PlayableCharacter characterType; }
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using Microsoft.AspNetCore.Http; using Microsoft.AspNetCore.Mvc; using Microsoft.Extensions.Configuration; using Microsoft.Extensions.Logging; namespace Core31DemoProject.Controllers { [Route("api/[controller]")] ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Unidade10.Fixacao { // class Arrays // { // public static int Arrays() // { // Random randNum = new Random(); // ...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class HumanPlayer : Player { Vector3? _selectedCell; PlayerMove? _move; #region implemented abstract members of Player public override void Init (Color color, Board[] boards, GameManager gameManager) { PlayerType = PlayerTy...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace CollaborativeFiltering { public interface IRecommendationsProvider { List<IRecommendation> GetRecommendations(IEnumerable<Rating> ratings); } }
using System; using System.Collections.Generic; using System.Linq; using System.Web; namespace PROYECTOFINAL.Models { public class conceptomodel { public int idConceptos{ get; set; } public string nombre { get; set; } public string TipoConcepto { get; set; } } }
using System; using System.Collections.Generic; using System.Linq; using System.Text; using ByA; using Entidades; using Entidades; using DAL; using AutoMapper; using Entidades.Vistas; namespace BLL { public class DatosBasicosBLL { public DatosBasicosBLL() { Mapper.CreateMap<TDOC_IDE, vT...
using System; using System.Collections.Generic; using System.Data.Entity; using System.Linq; using System.Linq.Expressions; using System.Text; using System.Threading.Tasks; namespace P1.Data.Repositories { public class Repository<T> : IRepository<T> where T : class { protected DBModelContainer _contex...
using System; using System.Timers; using System.Windows; using DX = Microsoft.WindowsAPICodePack.DirectX; using D3D = Microsoft.WindowsAPICodePack.DirectX.Direct3D10; using D2D = Microsoft.WindowsAPICodePack.DirectX.Direct2D1; using DWrite = Microsoft.WindowsAPICodePack.DirectX.DirectWrite; using WIC = Microsoft.Windo...
namespace LikDemo.Models { public class Identification { public string Type { get; set; } } }
using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using Microsoft.AspNetCore.Mvc; using Microsoft.AspNetCore.Mvc.Rendering; using Microsoft.EntityFrameworkCore; using FAITutorial2.Models; using Microsoft.AspNetCore.Authorization; namespace FAITutorial2.Controllers { ...
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.ComponentModel.DataAnnotations; using System.ComponentModel.DataAnnotations.Schema; namespace Entities.Models { [Table("SubSection")] public class SubSection { [Key] ...
using System; using System.Collections.Generic; using System.Linq; using UnityEngine; [CreateAssetMenu(menuName = "Keyboard Configuration")] public class KeyboardConfiguration : ScriptableObject { [Serializable] public class Mapping { [SerializeField] protected KeyCode _gameKey; [SerializeField] protected KeyCo...
using System; namespace Howler.Blazor.Components.Events { public class HowlEventArgs : EventArgs { /// <summary> /// The ID of the sound. /// </summary> public int SoundId { get; set; } } }
using System.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Xml; using Breeze.AssetTypes.DataBoundTypes; using Breeze.AssetTypes.XMLClass; using Breeze.Helpers; using Breeze.Screens; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Breeze.AssetTypes { ...
using gView.GraphicsEngine.Abstraction; using System.Collections.Generic; using System.Linq; namespace gView.Framework.system { static public class Engines { private static List<IGraphicsEngine> _registeredGraphicsEngines = new List<IGraphicsEngine>(); static public IEnumerable<IGraphicsEngine...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerControl : MonoBehaviour { public Rigidbody player; public ParticleSystem fire; public float jumpForce; public float moveSpeed; public float rotateSpeed; public LayerMask Obstacle; public Mes...
using System; using System.Threading.Tasks; using Microsoft.AspNetCore.Mvc.Testing; using Microsoft.AspNetCore.TestHost; using Xunit; namespace TennisBookings.Web.IntegrationTests.Pages { public class BookingsPageTests : IClassFixture<CustomWebApplicationFactory<Startup>> { private readonly WebApplica...
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Terraria; using Terraria.ModLoader; using Terraria.GameContent.UI.Elements; using Terraria.UI; using System; using Terraria.ID; using System.Linq; using StarlightRiver.Abilities; using ReLogic.Graphics; using StarlightRiver.Dragons; namespac...
namespace UsersLib.Entity { public enum UserRoleKind { Unknown, Admin } }
using E_LEARNING.Data; using E_LEARNING.Models; using Microsoft.AspNetCore.Mvc; using Microsoft.EntityFrameworkCore; using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; namespace E_LEARNING.Controllers { public class TestsController : Controller { private r...
using UnityEngine; using System.Collections; using System.Collections.Generic; public class BlockManager : MonoBehaviour { public GameObject block; public GameObject invader; public Texture selectorTex; public Texture selectorTex2; public bool selectorClear; public bool newCubes = false; public bool blockF...
 using GraphicalEditor.DTO; using GraphicalEditor.Models; using RestSharp; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace GraphicalEditor.Service { public class DrugService : GenericHTTPService { public List<DrugDTO>...
using CarManageSystem.Service; using System; using System.Collections.Generic; using System.Linq; using System.Net; using System.Web; namespace CarManageSystem.Model { public class StateObject { public string id { get; set; } public carinfo car { get; set; } public string socketid { ge...
using System.Data.Entity; using System.ServiceProcess; using FIMMonitoring.Domain; namespace FIMMonitoring.Service { static class Program { /// <summary> /// The main entry point for the application. /// </summary> static void Main() { Database.SetInitialize...
using System; using System.Collections.Generic; using System.Linq; using System.Web; namespace ToChange.Models { public class SwapHandler { public int ID { set; get; } public string firstCustomerID { set; get; } public string secondCustomerID { set; get; } public int firstPro...
using UltimateTool.Framework.Configuration; using SFarmer = StardewValley.Farmer; using SObject = StardewValley.Object; namespace UltimateTool.Framework.Tools { internal class FertilizerTool : BaseTool { private readonly FertilizerConfig Config; public FertilizerTool(FertilizerConfig config) ...
using NUnit.Framework; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace ForgalomIranyito.Tests { class Tesztelés { [TestFixture] public class ForgalomIranyito { JaratKezelo j; [SetUp] ...
namespace iSukces.Code.Irony { }
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace MethodsExercise2 { public class Class1 { public Class1() { } public int NumMethod(int Num1, int Num2 = 2) { int results = Num1 * Nu...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class translate : MonoBehaviour { public GameObject[] spawnPrefab; public int SpeedBorovs = 15; float randY; Vector2 whereToSpawn; Vector2 whereToSpawnTwo; public float spawnRate; public float spawnRateTwo; public float Nex...
using System.Collections; using System.Collections.Generic; using System.IO; using LitJson; using UnityEngine; using System.Linq; public class ProcessDatabase : MonoBehaviour { public List<Process> ProcDatabase = new List<Process>(); private JsonData proceso; public string type; // Use this for initi...
using System; using System.Collections.Generic; using Pe.Stracon.SGC.Infraestructura.Core.Base; using Pe.Stracon.SGC.Infraestructura.QueryModel.Contractual; using Pe.Stracon.SGC.Infraestructura.CommandModel.Contractual; using Pe.Stracon.SGC.Infraestructura.Repository.Query.Contractual; using Pe.Stracon.SGC.Infraestruc...
using CuttingEdge.Conditions; using System; using System.Collections.Generic; using System.Configuration; using System.Linq; using System.Text.RegularExpressions; namespace JustOffer.Configuration { public abstract class ConfigurationBase { protected T GetValueFromAppSettings<T>(string name, Func<stri...
using System; using System.Collections.Generic; using System.Net.Http; using System.Windows; using System.Web.Script.Serialization; using System.Reflection; using System.IO; namespace RobinhoodDataUtility { /// <summary> /// Interaction logic for MainWindow.xaml /// </summary> public partial class Mai...
using System; using System.Drawing; using System.Text.RegularExpressions; using System.Windows.Forms; namespace Lab_CS_Grammarly { public partial class Form1 : Form { VulgarismsDb vulgarismsDb = new VulgarismsDb(); SynonimsDb synonimsDb = new SynonimsDb(); public Form1() { Ini...
using System.Collections.Generic; using System.ComponentModel.DataAnnotations; using System.Diagnostics.CodeAnalysis; using System.Linq; using System.Reflection; using Atc.Helpers; // ReSharper disable once CheckNamespace namespace System { /// <summary> /// Extensions for the <see cref="Type"/> class. ///...
using UnityEngine; public class GameController : MonoBehaviour { public void Resume () { Time.timeScale = 1f; } public void Pause () { Time.timeScale = 0f; } public bool IsPaused () { return Time.timeScale == 0f; } }
using Controller.UsersAndWorkingTime; using Model.Users; using Newtonsoft.Json; using System.Collections.Generic; using System.IO; using System.Windows; using System.Windows.Input; namespace ZdravoKorporacija { public partial class ProfileWindow : Window { private static PatientController patientCont...
 namespace Welic.Dominio.Core.Controllers { public interface IPaymentController { bool OrderAction(int id, int status, out string message); bool HasPaymentMethod(string userId); int GetTransactionCount(); } }
using System; internal class SerializefieldAttribute : Attribute { }
using System; using Day_01_2019_Code; using Xunit; namespace Day_01_2019_Tests { public class FuelCaculatorTests { public FuelCaculatorTests() { } // For a mass of 12, divide by 3 and round down to get 4, then subtract 2 to get 2. // For a mass of 14, divi...
using fNbt; using UnityEngine; public class MilestoneManager : MonoBehaviour, ISaveableState { [SerializeField] private MilestoneData[] _milestoneData = null; [SerializeField] private World world = null; public MilestoneData[] milestones { get { return this._milestoneData; } } public string...
#if NETFRAMEWORK using Sentry.Extensibility; using Sentry.PlatformAbstractions; namespace Sentry.Integrations; internal class NetFxInstallationsIntegration : ISdkIntegration { public void Register(IHub hub, SentryOptions options) { try { if (!Runtime.Current.IsMono()) {...
using System; public class LargerThanNeighbours { static void Main() { int[] numbers = { 1, 3, 4, 5, 1, 0, 5 }; for (int i = 0; i < numbers.Length; i++) { Console.WriteLine(IsLargerThanNeighbors(numbers, i)); } } static public bool IsLargerThanNeighbors(int[] numbers, int n) { if (n == 0) { i...
using System; using Xamarin.Forms; namespace XF.Layout { public partial class MainPage : ContentPage { public MainPage() => InitializeComponent(); private void ButtonStackLayoutClicked(object sender, EventArgs e) { Navigation.PushAsync(new StackLayoutPage()); } privat...
using DemoMVC.Models; using Microsoft.Data.SqlClient; using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; namespace DemoMVC.DAO { public class PersonneDAO { private const string CNX_STR = @"Data Source=NXQLX140\SQLEXPRESS;Initial Catalog=demo_bch;Integrated...
using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; namespace Kill_to_Death_Calculator { public partial class mainForm : Form { public mainForm() { In...
using System; namespace Week6ICE2 { class MainClass { public static void Main(string[] args) { // Currency Console.WriteLine(String.Format("{0:C}", 115.82)); // Number with commas Console.WriteLine(String.Format("{0:N}", 992334654)); ...
using System; namespace tabuadasimples { class MainClass { public static void Main(string[] args) { double numero; Console.WriteLine("digite o numero"); numero = double.Parse(Console.ReadLine()); for (int i = 0; i < 9999999; i++) {...
using System; using System.Collections.Generic; using System.Linq; using System.Collections; using System.Text; //using PCLCrypto; using System.Text.RegularExpressions; using System.Globalization; using Newtonsoft.Json; namespace CC.Utilities { public static class StringExtensions { #region String Extensions pu...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerHealth : MonoBehaviour { public float health = 100f; public float maxHealth = 100f; public float deathAnimSeconds = 2; public bool isDead = false; public float dissolveFXTime = 3f; public Dissolve[] dissolveFX; p...
using System; namespace CryptoTypes { /// <summary> /// Random Number Generator based on xorshift. /// </summary> public partial struct RNG { uint state; /// <summary> /// Constructs a Random instance with a given seed value. The seed must be non-zero. /// </summar...
// ---------------------------------------------------------------------------------- // // Copyright Microsoft Corporation // 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.apa...
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Attack : MonoBehaviour { public int dmg; public string target; // Use this for initialization void Start () { } // Update is called once per frame protected virtual void Update () { } protected virtual void ...
using System; using System.Collections.Generic; using System.Text; namespace Trains.Repositories { class CurrencyRepository { } }
using Euler_Logic.Helpers; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Euler_Logic.Problems { public class Problem418 : ProblemBase { public override string ProblemName { get { return "418: Factorisation triples"...
using System; using Newtonsoft.Json; using Newtonsoft.Json.Converters; namespace BootcampTwitterKata { using System.Collections.Generic; public class EventStore : IEventStore { public List<object> Events { get; } public void Insert(object obj) { } public void Save...