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<<<<<<< // A dictionary of puzzle state public Dictionary<string, PuzzleSlide> puzzle; ======= // A count of successes from events public Dictionary<string, int> eventQuota; >>>>>>> // A dictionary of puzzle state public Dictionary<string, PuzzleSlide> puzzle; // A count of successes f...
<<<<<<< private StringKey BACK = new StringKey("{val:BACK}"); public Dictionary<string, QuestLoader.Quest> questList; ======= public Dictionary<string, QuestData.Quest> questList; >>>>>>> private StringKey BACK = new StringKey("val","BACK"); private StringKey EMPTY = new StringKey("val","EMPTY")...
<<<<<<< public static String GetWinScpPath() { String filePath64 = @"C:\Program Files (x86)\WinSCP\WinSCP.exe"; String filePath32 = @"C:\Program Files\WinSCP\WinSCP.exe"; if (File.Exists(filePath64)) { return filePath64; } ...
<<<<<<< ======= /*=================================================================================== * * Copyright (c) Userware/OpenSilver.net * * This file is part of the OpenSilver Runtime (https://opensilver.net), which is * licensed under the MIT license: https://opensource.org/licenses/MIT * * ...
<<<<<<< => @"SELECT version FROM ${YUNIQL_TABLE_NAME} ORDER BY sequence_id DESC LIMIT 1;"; public string GetSqlForGetAllVersionAsJson() => @"SELECT JSON_ARRAYAGG(JSON_OBJECT('sequence_id', sequence_id, 'version', version, 'applied_on_utc', applied_on_utc, 'applied_by_user', applied_by_u...
<<<<<<< migrationService.Verify(s => s.Run(@"c:\temp\yuniql", "v1.00", false, It.Is<List<KeyValuePair<string, string>>>(x => x.Count == 0), true, DEFAULT_CONSTANTS.BULK_SEPARATOR, null, null, DEFAULT_CONSTANTS.COMMAND_TIMEOUT_SECS, 0, toolName, toolVersion, null, null, null)); ======= migratio...
<<<<<<< using System; using System.Collections.Generic; using System.Data; using System.Data.SqlClient; using System.Linq; using System.Text.RegularExpressions; using Yuniql.Extensibility; using Yuniql.Extensibility.SqlBatchParser; namespace Yuniql.SqlServer { public class SqlServerDataService : IDataService ...
<<<<<<< migrationService.Verify(s => s.Initialize("sqlserver-connection-string", DefaultConstants.CommandTimeoutSecs)); migrationService.Verify(s => s.Run(@"c:\temp\yuniql", "v1.00", false, It.Is<List<KeyValuePair<string, string>>>(x => x.Count == 0), true, DefaultConstants.Delimiter, DefaultCon...
<<<<<<< using OpenTK.Input; ======= using System.Globalization; using Smash_Forge.Rendering.Lights; >>>>>>> using System.Globalization; using Smash_Forge.Rendering.Lights; using OpenTK.Input; <<<<<<< if(CurrentMode != Mode.Selection && !freezeCamera) Camera.Update(); ======= ...
<<<<<<< this.groupBox7 = new System.Windows.Forms.GroupBox(); this.specLightCB = new System.Windows.Forms.CheckBox(); this.rimLightCB = new System.Windows.Forms.CheckBox(); ======= this.dummyRampCB = new System.Windows.Forms.CheckBox(); this.sphereMapCB = ne...
<<<<<<< animList.treeView1.EndUpdate(); ======= if (filename.EndsWith(".bch")) { Runtime.Animations.Add(filename, BCHan.read(filename)); animNode.Nodes.Add(filename); } >>>>>>> if (filename.EndsWith(".bch")) { ...
<<<<<<< this.difTB = new System.Windows.Forms.TextBox(); this.tableLayoutPanel1 = new System.Windows.Forms.TableLayoutPanel(); this.spcTB = new System.Windows.Forms.TextBox(); this.frsTB = new System.Windows.Forms.TextBox(); this.ambTB = new System.Windows.For...
<<<<<<< Shader texture = new Shader(); texture.vertexShader(File.ReadAllText(MainForm.executableDir + "/lib/Shader/Texture_vs.txt")); texture.fragmentShader(File.ReadAllText(MainForm.executableDir + "/lib/Shader/Texture_fs.txt")); Runtime.shaders.Add("Texture",...
<<<<<<< using System.Collections.Generic; using System.Linq; using System.Net; ======= using System; using System.Linq; using System.Net; >>>>>>> using System.Collections.Generic; using System; using System.Linq; using System.Net; <<<<<<< public IEnumerable<object> GetAllPropertyEditors() { ...
<<<<<<< namespace Archetype.Umbraco.PropertyConverters { [PropertyValueType(typeof(Models.Archetype))] [PropertyValueCache(PropertyCacheValue.All, PropertyCacheLevel.Content)] public class ArchetypeValueConverter : PropertyValueConverterBase { public ServiceContext Services { ...
<<<<<<< string isaFile = Path.Combine(m_TempPath, String.Format("{0}_pyramid.isa", asic)); ======= if (!CompileForAsic(backendOptions.Asics, asic)) { continue; } if (defaultAsic == "") { ...
<<<<<<< private void Filter (List<InternalAssetData> assets, Action<string, List<string>> FilterResultReceiver) { ======= private class ExhaustiveAssetPathData { public readonly string importedPath; public readonly string absoluteSourcePath; public bool isFilterExhausted = false; public ExhaustiveAss...
<<<<<<< outputPointIds:outputPointIds, scriptType:scriptType ======= scriptClassName:scriptClassName >>>>>>> outputPointIds:outputPointIds, scriptClassName:scriptClassName <<<<<<< var executor = Executor<PrefabricatorBase>(scriptType, nodeId); executor.Run(nodeN...
<<<<<<< ======= /* show error on node functions. */ private bool hasErrors = false; public void RenewErrorSource () { hasErrors = false; } public void AppendErrorSources (List<string> errors) { this.hasErrors = true; this.nodeInsp.UpdateErrors(errors); } /* show ...
<<<<<<< using System; using System.Collections.Generic; using System.ComponentModel; using System.Threading; using System.Threading.Tasks; using Foundatio.Serializer; namespace Foundatio.Queues { public interface IQueue<T> : IHaveSerializer, IDisposable where T : class { event EventHandler<EnqueuingEventA...
<<<<<<< using Microsoft.Bot.Builder.Dialogs.Declarative.Resources; ======= using Microsoft.Bot.Builder.Dialogs.Declarative; using Microsoft.Bot.Builder.Dialogs.Declarative.Expressions; using Microsoft.Bot.Builder.Dialogs.Rules.Expressions; >>>>>>> using Microsoft.Bot.Builder.Dialogs.Declarative; <<<<<<< ...
<<<<<<< using Microsoft.Bot.Builder.Dialogs.Adaptive.Events; using Microsoft.Bot.Builder.Dialogs.Adaptive.Actions; using Microsoft.Bot.Builder.Expressions; using Microsoft.Bot.Builder.Expressions.Parser; using Microsoft.VisualStudio.TestTools.UnitTesting; ======= using Microsoft.Bot.Builder.Dialogs.Adaptive.Rules; us...
<<<<<<< using System.Threading.Tasks; using Foundatio.Extensions; ======= using Foundatio.Metrics; using Foundatio.Utility; >>>>>>> using Foundatio.Metrics; <<<<<<< public class QueueEntry<T> : IQueueEntryMetadata, IDisposable where T : class { ======= public class QueueEntry<T> : IDisposable where T: cla...
<<<<<<< private Func<QueueEntry<T>, Task> _workerAction; private bool _workerAutoComplete; ======= >>>>>>> <<<<<<< public override Task StartWorkingAsync(Func<QueueEntry<T>, Task> handler, bool autoComplete = false, CancellationToken cancellationToken = default(CancellationToken)) { =======...
<<<<<<< Assert.Equal(1, (await queue.GetQueueStatsAsync().AnyContext()).Timeouts); Assert.True(await db.KeyExistsAsync("q:SimpleWorkItem:" + id).AnyContext()); Assert.Equal(1, await db.ListLengthAsync("q:SimpleWorkItem:in").AnyContext()); Assert.Equal(0, a...
<<<<<<< public async Task<ResourceResponse> SendActivity(string textReplyToSend, string speak = null, string inputHint = null) ======= /// <summary> /// Sends a message activity to the sender of the incoming activity. /// </summary> /// <param name="textReplyToSend">The text of...
<<<<<<< using System.Collections.Generic; using System.Linq; using System.Web.Mvc; using System.Web.Routing; using GiveCRM.Models; using GiveCRM.Web.Models.Members; using GiveCRM.Web.Services; using PagedList; namespace GiveCRM.Web.Controllers ======= namespace GiveCRM.Web.Controllers >>>>>>> using System.Web.Ro...
<<<<<<< using System.Collections.Generic; using System.Linq; using System.Web.Mvc; using System.Web.Routing; using GiveCRM.Models; using GiveCRM.Web.Models.Members; using GiveCRM.Web.Services; using PagedList; namespace GiveCRM.Web.Controllers ======= namespace GiveCRM.Web.Controllers >>>>>>> namespace GiveCRM.W...
<<<<<<< internal static List<string> Separators = new List<string> {string.Empty, ".", "_"}; ======= internal static readonly IList<string> Separators = new List<string> { string.Empty, ".", "_" }; >>>>>>> internal static readonly IList<string> Separators = new List<string> {string.Empty, "."...
<<<<<<< if (facet.Id == 0) { _facetsDb.Insert(facet); } else { _facetsDb.Update(facet); } return RedirectToAction("ListFacets"); ======= if (facet.Id > 0) { _face...
<<<<<<< using Bonobo.Git.Server.Attributes; using Microsoft.Practices.Unity.Mvc; using System.Web.Configuration; ======= using System.Security.Claims; using System.Web.Helpers; >>>>>>> using Bonobo.Git.Server.Attributes; using Microsoft.Practices.Unity.Mvc; using System.Web.Configuration; using System.Security.Claim...
<<<<<<< where apiResourceNames.Contains(apiResource.Name) select apiResource; ======= where apiResource.Name == name orderby apiResource.Name select apiResource; >>>>>>> where apiResourceNames.Cont...
<<<<<<< await _identityResourceDataSeeder.CreateStandardResourcesAsync(); await CreateApiResourcesAsync(); await CreateApiScopesAsync(); await CreateClientsAsync(); ======= using (_currentTenant.Change(context?.TenantId)) { await ...
<<<<<<< using Volo.Abp.UI.Navigation; ======= using MyCompanyName.MyProjectName.Blazor.Menus; using Volo.Abp.SettingManagement.Blazor; >>>>>>> using Volo.Abp.UI.Navigation; using MyCompanyName.MyProjectName.Blazor.Menus; using Volo.Abp.SettingManagement.Blazor;
<<<<<<< private readonly ICancellationTokenProvider _cancellationTokenProvider; protected IOrganizationUnitRepository _organizationUnitRepository { get; private set; } protected IIdentityUserRepository _identityUserRepository { get; private set; } private readonly ISettingProvider _setti...
<<<<<<< private readonly IGuidGenerator _guidGenerator; public MongoIdentityUserRepository(IMongoDbContextProvider<IAbpIdentityMongoDbContext> dbContextProvider, IGuidGenerator guidGenerator) ======= public MongoIdentityUserRepository(IMongoDbContextProvider<IAbpIdentityMongoDbContext> dbCont...
<<<<<<< using System; ======= using System; using System.Collections.Generic; >>>>>>> using System; using System.Collections.Generic; <<<<<<< ======= app.Use(async (ctx, next) => { var currentPrincipalAccessor = ctx.RequestServices.GetRequiredService<ICurrentPrincipalAcce...
<<<<<<< using Volo.Abp.IdentityServer.ApiScopes; ======= using Volo.Abp.IdentityServer.AspNetIdentity; >>>>>>> using Volo.Abp.IdentityServer.AspNetIdentity; using Volo.Abp.IdentityServer.ApiScopes;
<<<<<<< using Microsoft.AspNetCore.Mvc.ApiExplorer; ======= using Microsoft.AspNetCore.Mvc.Razor; using Microsoft.AspNetCore.Mvc.RazorPages; using Microsoft.AspNetCore.Mvc.RazorPages.Infrastructure; >>>>>>> using Microsoft.AspNetCore.Mvc.ApiExplorer; using Microsoft.AspNetCore.Mvc.Razor; using Microsoft.AspNetCore.M...
<<<<<<< public IDataFilter DataFilter { get; set; } public ICurrentTenant CurrentTenant { get; set; } public IAsyncQueryableExecuter AsyncExecuter { get; set; } public IUnitOfWorkManager UnitOfWorkManager { get; set; } [Obsolete("This method will be removed in future versions...
<<<<<<< public override async Task<TEntity> UpdateAsync(TEntity entity, bool autoSave = false, CancellationToken cancellationToken = default) ======= public override async Task InsertManyAsync(IEnumerable<TEntity> entities, bool autoSave = false, CancellationToken cancellationToken = default) ...
<<<<<<< using Volo.Abp; ======= using Volo.Abp.Autofac; >>>>>>> using Volo.Abp.Autofac; using Volo.Abp; <<<<<<< .RegisterGeneric(descriptor.ImplementationType) .As(descriptor.ServiceType) .ConfigureLifecycle(descriptor.Lifetime, lif...
<<<<<<< using Microsoft.Extensions.Options; using System.Collections.Generic; using Volo.Abp; ======= using Volo.Abp.BlobStoring; using Microsoft.Extensions.Options; >>>>>>> using Volo.Abp.BlobStoring; using Microsoft.Extensions.Options; using System.Collections.Generic; using Volo.Abp;
<<<<<<< protected Validations CreateValidationsRef; protected Validations EditValidationsRef; ======= protected List<BreadcrumbItem> BreadcrumbItems = new List<BreadcrumbItem>(2); >>>>>>> protected Validations CreateValidationsRef; protected Validations EditValidationsRef; ...
<<<<<<< private readonly IOptions<CmsKitReactionOptions> _reactionOptions; ======= private readonly BlogPostManager _blogPostManager; private readonly IOptions<CmsKitOptions> _options; >>>>>>> private readonly BlogPostManager _blogPostManager; private readonly IOptions<CmsKitR...
<<<<<<< ======= public async Task<ICompleteJobResponse> Send(CancellationToken token) { var asyncReply = gatewayClient.CompleteJobAsync(request, cancellationToken: token); await asyncReply.ResponseAsync; return new Responses.CompleteJobResponse(); } ...
<<<<<<< ======= this.btnGenerateUniqueName = new System.Windows.Forms.Button(); >>>>>>> this.btnGenerateUniqueName = new System.Windows.Forms.Button(); <<<<<<< // textBoxTribe // this.textBoxTribe.AutoCompleteMode = System.Windows.Forms.AutoCompleteMode.S...
<<<<<<< setMoreCreatureData(creature); CreatureName = uiControls.NamePatterns.generateCreatureName(creature, _females, _males); ======= CreatureName = uiControls.NamePatterns.generateCreatureName(creature, _females, _males, showDuplicateNameWarning); >>>>>>> setMoreCre...
<<<<<<< this.groupBox4 = new System.Windows.Forms.GroupBox(); this.label12 = new System.Windows.Forms.Label(); this.numericUpDownMaxBreedingSug = new System.Windows.Forms.NumericUpDown(); ======= this.chkExperimentalOCR = new System.Windows.Forms.CheckBox(); ...
<<<<<<< flowLayoutPanelCreatures.ResumeLayout(); ======= DetermineParentsToBreed(); >>>>>>> flowLayoutPanelCreatures.ResumeLayout(); DetermineParentsToBreed();
<<<<<<< private List<string> creatureNames = new List<string>(); ======= private Dictionary<String, Animal> animalCollection; private List<string> creatures = new List<string>(); >>>>>>> private Dictionary<String, Animal> animalCollection; private List<string> creatureNames = ...
<<<<<<< public virtual async Task<string> GetOauthSignInLinkAsync(ITurnContext turnContext, AppCredentials oAuthAppCredentials, string connectionName, string userId, string finalRedirect = null, CancellationToken cancellationToken = default(CancellationToken)) ======= public virtual async Task<string>...
<<<<<<< animator.SetFloat(configuration.predictedFallDistanceParameterName, 0); isAirborne = false; ======= animator.SetFloat(predictedFallDistanceParameterName, 0); shouldUseRootMotion = true; >>>>>>> animator.SetFloat(configuration.predictedFallDistanceParameterName, 0); shouldUseRootMotion = tru...
<<<<<<< //thirdPersonBrain.cameraAnimationManager.SetAnimation("Strafe",1); thirdPersonBrain.thirdPersonCameraAnimationManager.StrafeStarted(); turning = true; var cameraForward = Camera.main.transform.forward; cameraForward.y = 0; //cameraForward.z = 0; gameObject.transform.forward = cameraForwa...
<<<<<<< ControllerAdapter m_ControllerAdapter; ThirdPersonGroundMovementState m_PreTurnMovementState; ThirdPersonGroundMovementState m_MovementState = ThirdPersonGroundMovementState.Walking; ThirdPersonAerialMovementState m_AerialState = ThirdPersonAerialMovementState.Grounded; SlidingAverage m_AverageForwa...
<<<<<<< m_StandardControls = new StandardControls(); m_CameraInputGainAcceleration = GetComponent<CinemachineInputGainDampener>(); // If no CinemachineInputGainDampener component is present, then there will be no acceleration or deceleration // applied to the look input. If that is the case, it is advise...
<<<<<<< using System; using Microsoft.Azure.CognitiveServices.Language.LUIS.Runtime; ======= // Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. using System; using Microsoft.Cognitive.LUIS; >>>>>>> // Copyright (c) Microsoft Corporation. All rights reserved. // Licens...
<<<<<<< coinApiCombo.SelectedIndex = applicationConfiguration.UseCoinWarzApi ? CoinWarzIndex : (applicationConfiguration.UseWhatMineApi ? WhatMineIndex : CoinChooseIndex); PopulateApiKey(); UpdateMobileMinerControls(); ======= coinApiCombo.SelectedIndex = applicationCo...
<<<<<<< using MultiMiner.Remoting.Server; using MultiMiner.Services; using MultiMiner.Discovery; using MultiMiner.Win.ViewModels; using System.ServiceModel; ======= using Newtonsoft.Json; >>>>>>> using MultiMiner.Remoting.Server; using MultiMiner.Services; using MultiMiner.Discovery; using MultiMiner.Win.ViewModels;...
<<<<<<< string message = String.Format("Restarting {0} (chain status)", networkDevice.FriendlyName); try { RestartNetworkDevice(networkDevice); } catch (SocketException) { message = St...
<<<<<<< /// <value>The error handler.</value> public Func<ITurnContext, Exception, Task> ErrorHandler { get; set; } ======= public Func<ITurnContext, Exception, Task> OnTurnError { get; set; } >>>>>>> /// <value>The error handler.</value> public Func<ITurnContext, Exception, T...
<<<<<<< Remoting.Data.Transfer.Machine machine = new Remoting.Data.Transfer.Machine(); machine.TotalScryptHashrate = GetTotalHashrate(CoinAlgorithm.Scrypt); machine.TotalSha256Hashrate = GetTotalHashrate(CoinAlgorithm.SHA256); ======= Remoting.Server.Data.Transfer.Machi...
<<<<<<< using Assets.Scripts.UI.Input; ======= using Assets.Scripts.UI.InGame; >>>>>>> using Assets.Scripts.UI.InGame; using Assets.Scripts.UI.Input;
<<<<<<< using Assets.Scripts.UI.InGame; using System; ======= using System; using Photon; >>>>>>> using Assets.Scripts.UI.InGame; using System; using Photon; <<<<<<< public class UiNavigationElement : UiMenu ======= public class UiNavigationElement : PunBehaviour >>>>>>> public class UiNavigationE...
<<<<<<< using Microsoft.Bot.Builder.Dialogs.Declarative.Resources; ======= using Microsoft.Bot.Builder.Dialogs.Declarative; using Microsoft.Bot.Builder.Dialogs.Declarative.Expressions; using Microsoft.Bot.Builder.Dialogs.Rules.Expressions; >>>>>>> using Microsoft.Bot.Builder.Dialogs.Declarative;
<<<<<<< public GameObject GraphicsView; public void ShowGameSettingsMenu() ======= public GraphicSettingMenu GraphicSettingsMenu; // Used by Button. public void Quit() >>>>>>> public GameObject GraphicsView; // Used by Button. public void Quit() <<<...
<<<<<<< using Assets.Scripts.Settings; using Assets.Scripts.Settings.Gamemodes; using Assets.Scripts.Settings.Titans; using Assets.Scripts.Settings.Titans.Attacks; ======= using Assets.Scripts.Services; using Assets.Scripts.Services.Interface; >>>>>>> using Assets.Scripts.Settings; using Assets.Scripts.Settings.Game...
<<<<<<< if (this.inputManager.isInputDown[InputCode.flare1]) { // TODO: Add spectator mode. //if (NGUITools.GetActive(this.ui.GetComponent<UIReferArray>().panels[3])) //{ // Screen.lockCursor = true; ...
<<<<<<< // Copyright (c) Microsoft Open Technologies, 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 // // TH...
<<<<<<< Color = FlaxEngine.GUI.Style.Current.ForegroundGrey, ======= Color = new Color(0.7f), Parent = group.Panel, Bounds = new Rectangle(scriptToggle.Right, 0.5f, dragIconSize, dragIconSize), >>>>>>> Color = FlaxEng...
<<<<<<< AutoFocus = false; Title = "Comment"; Color = new Color(1.0f, 1.0f, 1.0f, 0.2f); ======= CanFocus = false; } /// <inheritdoc /> public override void OnSurfaceLoaded() { base.OnSurfaceLoaded(); // Read nod...
<<<<<<< // Right clicking while attempting to connect a node to something if (!_rightMouseDown && buttons == MouseButton.Right && !_isMovingSelection && _connectionInstigator != null) { _cmStartPos = location; ShowPrimaryMenu(_cmStartPos); ...
<<<<<<< public SpriteHandle ArrowRight; ======= [EditorOrder(220)] public Sprite ArrowRight; >>>>>>> [EditorOrder(220)] public SpriteHandle ArrowRight; <<<<<<< public SpriteHandle ArrowDown; ======= [EditorOrder(230)] public Sprite ArrowDown; >>>>>>...
<<<<<<< SetupStyle(); ======= >>>>>>> SetupStyle(); <<<<<<< private void SetupStyle() { var style = CreateDefaultStyle(); // Color picking ColorValueBox.ShowPickColorDialog += ShowPickColorDialog; VisjectSurfaceBackground = F...
<<<<<<< using System; using System.Collections; ======= #if UNITY_EDITOR using System.Collections; >>>>>>> #if UNITY_EDITOR using System; using System.Collections; <<<<<<< private Vector3 m_TipStartScale; Transform m_ConeTransform; Vector3 m_OriginalConeLocalScale; Coroutine m_RayVisibilityCoroutine; Corout...
<<<<<<< var luisRecognizer = this.GetLuisRecognizer(verbose: true); var result = await luisRecognizer.Recognize("My name is Emad", CancellationToken.None); ======= var luisRecognizer = GetLuisRecognizer(verbose: true); var result = await luisRecognizer.RecognizeAsync("M...
<<<<<<< if (string.IsNullOrEmpty(toLocale)) throw new ArgumentNullException(nameof(toLocale)); else if (!localeConverter.IsLocaleAvailable(toLocale)) throw new ArgumentNullException("The locale " + nameof(toLocale) + " is unavailable"); ======= if (s...
<<<<<<< using UnityEngine.VR.Actions; ======= using UnityEngine.VR.Helpers; >>>>>>> using UnityEngine.VR.Actions; using UnityEngine.VR.Helpers; <<<<<<< public MainMenuActivator mainMenuActivator; ======= public ActionMapInput directSelectInput; >>>>>>> public MainMenuActivator mainMenuActivator; public A...
<<<<<<< sealed class MiniWorldWorkspace : Workspace, IUsesRayLocking ======= sealed class MiniWorldWorkspace : Workspace, IUsesRayLocking, ICustomActionMap, ISerializeWorkspace >>>>>>> sealed class MiniWorldWorkspace : Workspace, IUsesRayLocking, ISerializeWorkspace <<<<<<< ======= public ActionMap actionMap...
<<<<<<< Test("concat(hello,world)", "helloworld"), Test("concat('hello','world')", "helloworld"), Test("concat(\"hello\",\"world\")", "helloworld"), Test("length('hello')", 5), Test("length(\"hello\")", 5), Test("length(concat(hello,world))", 10), ...
<<<<<<< private ActionMap m_DefaultActionMap; [SerializeField] ======= private ActionMap m_ShowMenuActionMap; [SerializeField] >>>>>>> <<<<<<< private IEnumerable<Type> m_AllTools; private List<IAction> m_AllActions; private IEnumerable<Type> m_AllWorkspaceTypes; ======= private List<Type> m_AllTools; Li...
<<<<<<< if (isMiniWorldRay(eventData.rayOrigin)) return; if (m_AssetGridDragging == false) ======= if (!m_AssetGridDragging) >>>>>>> if (isMiniWorldRay(eventData.rayOrigin)) return; if (!m_AssetGridDragging)
<<<<<<< public Func<Transform, Type, bool> selectTool { private get; set; } public Node node { get; set; } public ITooltip tooltip { private get; set; } // Overrides text public Action<ITooltip> showTooltip { private get; set; } public Action<ITooltip> hideTooltip { private get; set; } public GradientPair c...
<<<<<<<  ======= #if UNITY_EDITOR using System; >>>>>>>  using System; <<<<<<< ======= #endif >>>>>>>
<<<<<<< { proxy.hidden = !proxy.active; ======= { proxy.Hidden = !proxy.Active; >>>>>>> { proxy.hidden = !proxy.active; <<<<<<< private void InitializePlayerHandle() { m_PlayerHandle = PlayerHandleManager.GetNewPlayerHandle(); m_PlayerHandle.global = true; } ======= private void Initi...
<<<<<<< ======= using UnityEngine.UI; using UnityEngine.VR.Actions; using UnityEngine.VR.Handles; >>>>>>> using UnityEngine.VR.Actions; using UnityEngine.VR.Handles; <<<<<<< public class MainMenu : MonoBehaviour, IMainMenu, IConnectInterfaces, IInstantiateUI, ICreateWorkspace, ICustomActionMap, ICustomRay, ILockRa...
<<<<<<< public Action OnCloseClick { private get; set; } public Action OnLockClick { private get; set; } public bool showBounds { set { m_BoundsCube.GetComponent<Renderer>().enabled = value; } } ======= public event Action closeClicked = delegate { }; public event Action lockClicked = delegate { }; >>>>>>> pub...
<<<<<<< public Action<Vector3, Transform, bool> translate { protected get; set; } public Action<Quaternion, Transform> rotate { protected get; set; } ======= public Action<Vector3, Transform, ConstrainedAxis> translate { protected get; set; } public Action<Quaternion> rotate { protected get; set; } >>>>>>> ...
<<<<<<< using Unity.Labs.Utils; ======= using Unity.Labs.EditorXR.Extensions; >>>>>>> using Unity.Labs.EditorXR.Extensions; using Unity.Labs.Utils;
<<<<<<< public class WorkspaceUI : MonoBehaviour { private const float kPanelOffset = 0f; // The panel needs to be pulled back slightly ======= public event Action closeClicked = delegate { }; public event Action lockClicked = delegate { }; private const float kPanelOffset = 0f; //The panel needs to be pulled...
<<<<<<< IUsesGroupingMethods.makeGroup = provider.MakeGroup; ======= ISelectObjectMethods.selectObjects = provider.SelectObjects; >>>>>>> ISelectObjectMethods.selectObjects = provider.SelectObjects; IUsesGroupingMethods.makeGroup = provider.MakeGroup;
<<<<<<< IGrabObjects, ISetDefaultRayVisibility, ISelectObject, IManipulatorVisibility, IUsesSnapping, ISetHighlight, ILinkedObject, IUsesRayOrigin, IUsesNode, ICustomActionMap ======= IGrabObjects, ISetDefaultRayVisibility, IProcessInput, ISelectObject, IManipulatorVisibility, IUsesSnapping, ISetHighlight, IL...
<<<<<<< public float druation = 5f; public int maxPresentations = 2; public Func<bool> suppressPresentation; ======= public float duration = 5f; >>>>>>> public float duration = 5f; public int maxPresentations = 2; public Func<bool> suppressPresentation; <<<<...
<<<<<<< using System.Collections; using UnityEngine.UI; using UnityEngine.VR.Extensions; ======= using UnityEngine.UI; >>>>>>> using System.Collections; using UnityEngine.UI; using UnityEngine.VR.Extensions; <<<<<<< // Cached for optimization float m_OriginalUIContainerLocalYPos; float m_PreviousXRotation; ...
<<<<<<< private EventSystem m_EventSystem; private MultipleRayInputModule m_InputModule; private Camera m_EventCamera; private RaycastModule m_RaycastModule; private HighlightModule m_HighlightModule; ======= private EventSystem m_EventSystem; private MultipleRayInputModule m_InputModule; private Cam...
<<<<<<< using System.Collections.Generic; using UnityEngine; ======= using System; using UnityEngine; >>>>>>> using System.Collections.Generic; using System; using UnityEngine; <<<<<<< /// <summary> /// Sets a list of renderers to be skipped when rendering the MiniWorld /// </summary> List<Renderer> ignore...
<<<<<<< VRSmoothCamera m_SmoothCamera; ======= StandardManipulator m_StandardManipulator; ScaleManipulator m_ScaleManipulator; IGrabObjects m_TransformTool; readonly List<IProjectFolderList> m_ProjectFolderLists = new List<IProjectFolderList>(); FolderData[] m_FolderData; readonly HashSet<string> m_AssetTyp...
<<<<<<< /// <summary> /// Event which fires when a resource is changed. /// </summary> ======= >>>>>>> /// <summary> /// Event which fires when a resource is changed. /// </summary> <<<<<<< /// <summary> /// Gets the resource providers. /// </s...
<<<<<<< using UnityEngine.InputNew; using UnityEngine.UI; ======= using UnityEngine.EventSystems; >>>>>>> using UnityEngine.InputNew; using UnityEngine.UI; using UnityEngine.EventSystems; <<<<<<< public sealed class PinnedToolButton : MonoBehaviour, IPinnedToolButton, ITooltip, ITooltipPlacement, ISetTooltipVisib...
<<<<<<< public Action<GameObject, bool> setLocked { private get; set; } public Func<GameObject, bool> isLocked { private get; set; } readonly List<Renderer> m_Intersections = new List<Renderer>(); ======= >>>>>>> readonly List<Renderer> m_Intersections = new List<Renderer>();