conflict_resolution stringlengths 27 16k |
|---|
<<<<<<<
if (m_MenuCanvas != null)
U.Destroy(m_MenuCanvas.gameObject);
=======
U.Object.Destroy(m_MenuCanvas.gameObject);
>>>>>>>
if (m_MenuCanvas != null)
U.Object.Destroy(m_MenuCanvas.gameObject);
<<<<<<<
var newButton = U.InstantiateAndSetActive(m_ButtonTemplate, m_Layout, false);
ne... |
<<<<<<<
public Action<GameObject, bool> setLocked { private get; set; }
public Func<GameObject, bool> isLocked { private get; set; }
=======
readonly List<IFilterUI> m_FilterUIs = new List<IFilterUI>();
readonly HashSet<string> m_ObjectTypes = new HashSet<string>();
>>>>>>>
readonly List<IFilterUI> m_Fil... |
<<<<<<<
class EditorXRToolModule : MonoBehaviour, IModuleDependency<EditorVR>, IModuleDependency<LockModule>,
IModuleDependency<EditorXRMenuModule>, IModuleDependency<DeviceInputModule>,
IModuleDependency<EditorXRRayModule>, IInterfaceConnector, IUsesConnectInterfaces, IInitializableModule,
... |
<<<<<<<
// HACK to workaround missing MonoScript serialized fields
EditorApplication.delayCall += () =>
{
mainMenu = SpawnMainMenu(typeof(MainMenu), device, false);
mainMenu.menuVisibilityChanged += OnMainMenuVisiblityChanged;
deviceData.mainMenu = mainMenu;
UpdatePlayerHandleMaps();
... |
<<<<<<<
using System;
using UnityEngine;
=======
using System;
>>>>>>>
using System;
<<<<<<<
public Node selfNode { get; set; }
public ActionMapInput actionMapInput { get { return m_TransformInput; } set { m_TransformInput = (TransformInput) value; } }
private TransformInput m_TransformInput;
=======
readon... |
<<<<<<<
m_WorkspaceUI.highlightsVisible = true;
=======
if (isMiniWorldRay(eventData.rayOrigin))
return;
>>>>>>>
if (isMiniWorldRay(eventData.rayOrigin))
return;
m_WorkspaceUI.highlightsVisible = true;
<<<<<<<
m_WorkspaceUI.highlightsVisible = false;
=======
if (isMiniWorldRay(eventDat... |
<<<<<<<
const float k_BLockSelectDragThreshold = 0.01f;
static readonly Vector3 k_TooltipPosition = new Vector3(0, 0.05f, -0.03f);
=======
static readonly Vector3 k_TooltipPosition = new Vector3(0, -0.15f, -0.13f);
>>>>>>>
static readonly Vector3 k_TooltipPosition = new Vector3(0, -0.... |
<<<<<<<
using UnityEngine.UI;
using UnityEngine.VR.Helpers;
using UnityEngine.VR;
=======
>>>>>>>
using UnityEngine.VR.Helpers; |
<<<<<<<
#if !FI_AUTOFILL
IProvidesFunctionalityInjection IFunctionalitySubscriber<IProvidesFunctionalityInjection>.provider { get; set; }
IProvidesConnectInterfaces IFunctionalitySubscriber<IProvidesConnectInterfaces>.provider { get; set; }
#endif
=======
public int connectInterfaceOrder { ge... |
<<<<<<<
if (s_ActiveView != null)
=======
if (s_ActiveView)
{
if (!s_ActiveView.m_CustomPreviewCamera && EditingContextManager.defaultContext.copyMainCameraImageEffectsToPresentationCamera)
CopyImagesEffectsToCamera(value);
... |
<<<<<<<
private LayerMask? m_LayerMask;
private RenderTexture m_SceneTargetTexture;
private bool m_ShowDeviceView;
private bool m_SceneViewsEnabled;
private static VRView s_ActiveView;
private Transform m_CameraPivot;
private Quaternion m_LastHeadRotation = Quaternion.identity;
private float m_TimeSin... |
<<<<<<<
=======
property = property.ToLower();
>>>>>>>
property = property.ToLower();
<<<<<<<
return AccessIndex(list, 0).value;
}
=======
return AccessIndex(list, 0).value;
}
>>>>>>>... |
<<<<<<<
=======
#endif
>>>>>>> |
<<<<<<<
class EditorXRMiniWorldModule : IModuleDependency<EditorVR>, IModuleDependency<EditorXRDirectSelectionModule>,
IModuleDependency<SpatialHashModule>, IModuleDependency<HighlightModule>, IModuleDependency<IntersectionModule>,
IModuleDependency<WorkspaceModule>, IModuleDependency<EditorXRRayMod... |
<<<<<<<
Actions = new List<IDialog>()
{
new SetProperty() { Property = "dialog.name", Value = "'testDialog'" },
new SendActivity("{dialog.name}"),
new AdaptiveDialog("d1")
... |
<<<<<<<
class EditorXRDirectSelectionModule : IModuleDependency<EditorVR>, IModuleDependency<EditorXRRayModule>,
IModuleDependency<SceneObjectModule>, IModuleDependency<IntersectionModule>, IInitializableModule,
IInterfaceConnector, IModuleBehaviorCallbacks, IProvidesDirectSelection, IProvidesCanGra... |
<<<<<<<
var rayTransform = U.Object.Instantiate(m_ProxyRayPrefab.gameObject, rayOriginBase.Value).transform;
rayTransform.position = rayOriginBase.Value.position;
rayTransform.rotation = rayOriginBase.Value.rotation;
m_DefaultRays.Add(rayOriginBase.Value, rayTransform.GetComponent<DefaultProxyRay>());
... |
<<<<<<<
foreach (NumericInputField inputField in go.GetComponentsInChildren<NumericInputField>())
{
if (inputField.contentType == SerializedPropertyType.Float || inputField.contentType == SerializedPropertyType.Integer)
inputField.keyboard = SpawnNumericKeyboard;
else
inputField.keyboard = SpawnAlpha... |
<<<<<<<
#if !FI_AUTOFILL
IProvidesFunctionalityInjection IFunctionalitySubscriber<IProvidesFunctionalityInjection>.provider { get; set; }
IProvidesConnectInterfaces IFunctionalitySubscriber<IProvidesConnectInterfaces>.provider { get; set; }
#endif
=======
public int connectInterfaceOrder { ge... |
<<<<<<<
if (isMiniWorldRay(eventData.rayOrigin))
return;
=======
m_PanZooming = true;
m_WorkspaceUI.topHighlight.visible = true;
>>>>>>>
if (isMiniWorldRay(eventData.rayOrigin))
return;
m_PanZooming = true;
m_WorkspaceUI.topHighlight.visible = true;
<<<<<<<
if (isMiniWorldRay(eventData.rayOr... |
<<<<<<<
using Unity.Labs.EditorXR.Interfaces;
=======
using Unity.Labs.EditorXR.Core;
>>>>>>>
using Unity.Labs.EditorXR.Core;
using Unity.Labs.EditorXR.Interfaces; |
<<<<<<<
public MoveCameraRigDelegate moveCameraRig { private get; set; }
public virtual string searchQuery { get { return m_FilterUI.searchQuery; } }
=======
public string searchQuery { get { return m_FilterUI.searchQuery; } }
>>>>>>>
public virtual string searchQuery { get { return m_FilterUI.searchQuery; ... |
<<<<<<<
using System;
=======
#if UNITY_EDITOR
using System;
>>>>>>>
#if UNITY_EDITOR
using System;
<<<<<<<
private readonly Dictionary<Transform, RaycastSource> m_RaycastSources = new Dictionary<Transform, RaycastSource>();
public Camera eventCamera { get { return m_EventCamera; } set { m_EventCamera = value;... |
<<<<<<<
[Serializable]
private struct ChessBoardUniqueSave
{
public Vector3 miniWorldRefScale;
public Vector3 miniWorldRefPos;
public float zoomSliderValue;
}
ChessBoardUniqueSave m_UniqueSave = new ChessBoardUniqueSave();
=======
public Func<Transform, object, bool> lockRay { get; set; }
public Func<Tr... |
<<<<<<<
public static readonly Vector3 DefaultBounds = new Vector3(0.7f, 0f, 0.4f);
public static readonly Vector3 MinBounds = new Vector3(0.55f, 0f, 0.1f);
=======
public static readonly Vector3 DefaultBounds = new Vector3(0.7f, 0.4f, 0.4f);
public static readonly Vector3 MinBounds = new Vector3(0.677f, 0f, ... |
<<<<<<<
if (m_FrameRevealCoroutine != null)
StopCoroutine(m_FrameRevealCoroutine);
m_FrameRevealCoroutine = StartCoroutine(AnimateFrameReveal(m_VisibilityState));
=======
foreach (var submenus in m_FaceSubmenus)
{
foreach (var submenu in submenus.Value)
U.Object.Destroy(submenu);
}
m_F... |
<<<<<<<
using System.Linq;
using UnityEditor.Experimental.EditorVR.Core;
=======
using UnityEditor.Experimental.EditorVR.Helpers;
>>>>>>>
using UnityEditor.Experimental.EditorVR.Core;
using UnityEditor.Experimental.EditorVR.Helpers;
<<<<<<<
SerializedFeedback m_SerializedFeedback;
readonly List<Pro... |
<<<<<<<
using System;
using UnityEngine;
=======
using System.Collections.Generic;
using UnityEngine;
>>>>>>>
using System;
using System.Collections.Generic;
using UnityEngine; |
<<<<<<<
public Action<Vector3, Transform, bool> translate { private get; set; }
public Action<Quaternion, Transform> rotate { private get; set; }
=======
public Action<Vector3, Transform, ConstrainedAxis> translate { private get; set; }
public Action<Quaternion> rotate { private get; set; }
>>>>>>>
public ... |
<<<<<<<
using UnityEngine.VR.Modules;
=======
using UnityEngine.VR.Helpers;
>>>>>>>
using UnityEngine.VR.Modules;
<<<<<<<
m_DragObject = clone.transform;
=======
// Disable any SmoothMotion that may be applied to a cloned Asset Grid Item now referencing input device p/r/s
var smoothMotion = clone.GetCompone... |
<<<<<<<
[TestMethod]
public async Task JsonDialogLoad_ToDoBot()
{
string json = File.ReadAllText(samplesDirectory + @"Planning - ToDoBot\TodoBot.main.dialog");
Factory.Register("Microsoft.RuleRecognizer", typeof(RuleRecognizer));
await BuildTestFlow(json)
... |
<<<<<<<
RenderTexture m_TargetTexture;
private bool m_ShowDeviceView;
EditorWindow[] m_EditorWindows;
=======
RenderTexture m_SceneTargetTexture;
bool m_ShowDeviceView;
bool m_SceneViewsEnabled;
>>>>>>>
RenderTexture m_TargetTexture;
bool m_ShowDeviceView;
EditorWindow[] m_EditorWindows;
<<<<<<<
... |
<<<<<<<
readonly List<Object> m_SelectedObjects = new List<Object>(); // Keep the list to avoid allocations--we do not use it to maintain state
readonly Dictionary<GameObject, GameObject> m_GroupMap = new Dictionary<GameObject, GameObject>(); // Maps objects to their group parent
=======
>>>>>>>
... |
<<<<<<<
tools = new Stack<ITool>(),
showMenuInput = (ShowMenu)CreateActionMapInput(m_ShowMenuActionMap,device),
toolMenus = new List<GameObject>()
=======
tools = new Stack<ITool>()
>>>>>>>
tools = new Stack<ITool>(),
toolMenus = new List<GameObject>()
<<<<<<<
var device = kvp.Key;
va... |
<<<<<<<
public FolderData[] folderData { set { m_ProjectUI.folderListView.data = value; } }
=======
public FolderData[] folderData
{
private get { return m_FolderData; }
set
{
m_FolderData = value;
if (m_ProjectUI)
{
var oldData = m_ProjectUI.folderListView.data;
if (oldData != null && oldD... |
<<<<<<<
StandardManipulator m_Manipulator;
Vector3 m_OriginalManipulatorScale;
=======
IGrabObjects m_TransformTool;
>>>>>>>
StandardManipulator m_Manipulator;
Vector3 m_OriginalManipulatorScale;
IGrabObjects m_TransformTool;
<<<<<<<
miniWorld.preProcessRender = PreProcessMiniWorldRender;
miniWorld.... |
<<<<<<<
using Microsoft.Bot.Builder.Core.Extensions;
using Microsoft.Azure.CognitiveServices.Language.LUIS.Runtime;
using Microsoft.Azure.CognitiveServices.Language.LUIS.Runtime.Models;
=======
using Microsoft.Cognitive.LUIS;
using Microsoft.Cognitive.LUIS.Models;
>>>>>>>
using Microsoft.Azure.CognitiveServices.Lang... |
<<<<<<<
IUsesProxyType, IMenuIcon, IUsesPointer, IRayVisibilitySettings, IUsesViewerScale, ICheckBounds,
ISettingsMenuItemProvider, ISerializePreferences, IStandardIgnoreList, IBlockUIInteraction, IRequestFeedback
=======
IUsesDeviceType, IMenuIcon, IRequestFeedback
>>>>>>>
IUsesDevic... |
<<<<<<<
sealed class MainMenu : MonoBehaviour, IMainMenu, IConnectInterfaces, IInstantiateUI, ICreateWorkspace,
ICustomActionMap, IUsesMenuOrigins, IUsesProxyType, IControlHaptics, IUsesNode, IRayToNode
=======
sealed class MainMenu : MonoBehaviour, IMainMenu, IConnectInterfaces, IInstantiateUI, ICreateWorkspace,... |
<<<<<<<
m_RadialMenuUI.SelectionOccurred();
itemSelected(node);
=======
if(itemSelected != null)
itemSelected(node);
>>>>>>>
itemSelected(node); |
<<<<<<<
StandardManipulator m_Manipulator;
Vector3 m_OriginalManipulatorScale;
=======
class FolderDataIteration
{
public FolderData data;
public bool hasNext;
}
readonly List<IProjectFolderList> m_ProjectFolderLists = new List<IProjectFolderList>();
FolderData[] m_FolderData;
readonly HashSet<string> m... |
<<<<<<<
using UnityEngine.InputNew;
=======
using Button = UnityEngine.UI.Button;
>>>>>>>
using Button = UnityEngine.UI.Button;
using UnityEngine.InputNew;
<<<<<<<
private GameObject m_ZoomSliderPrefab;
public ActionMap actionMap { get { return m_MiniWorldActionMap; } }
[SerializeField]
ActionMap m_MiniWorldAc... |
<<<<<<<
var directSelection = evr.GetNestedModule<DirectSelection>();
var pinnedTools = evr.GetNestedModule<PinnedToolButtons>();
=======
>>>>>>>
var pinnedTools = evr.GetNestedModule<PinnedToolButtons>(); |
<<<<<<<
ITransformer m_Transformer;
IGrabObject m_ObjectGrabber;
=======
IGrabObject m_ObjectGrabber;
>>>>>>>
ITransformer m_Transformer;
IGrabObject m_ObjectGrabber;
<<<<<<<
readonly List<SelectionInput> m_SelectionInputs = new List<SelectionInput>();
byte stencilRef
{
get { return m_StencilRef; }
... |
<<<<<<<
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
using System;
using System.Collections.Generic;
using System.Linq;
using Newtonsoft.Json;
namespace Microsoft.Bot.Builder.Ai.Luis
{
/// <summary>
/// Type for LUIS builtin_datetime.
/// </summary>
/... |
<<<<<<<
bool leftAffordanceRenderersVisible { set { m_LeftProxyHelper.affordanceRenderersVisible = value; } }
bool rightAffordanceRenderersVisible { set { m_RightProxyHelper.affordanceRenderersVisible = value; } }
bool leftBodyRenderersVisible { set { m_LeftProxyHelper.bodyRenderersVisible = value; } }
bool rig... |
<<<<<<<
var recognizedIntents = context.Services.Get<IRecognizedIntents>();
switch (context.Request.Type)
=======
var recognizedIntents = context.Get<IRecognizedIntents>();
switch (context.Activity.Type)
>>>>>>>
var recognizedIntents = context.Services.Get<... |
<<<<<<<
using UnityEngine.VR.Data;
=======
using UnityEngine.VR;
using UnityEngine.VR.Menus;
using UnityEngine.VR.Modules;
>>>>>>>
using UnityEngine.VR.Data;
using UnityEngine.VR;
using UnityEngine.VR.Menus;
using UnityEngine.VR.Modules; |
<<<<<<<
var localScale = transform.localScale;
var aspect = localScale.x/localScale.y;
localScale.y *= aspect/texAspect;
transform.localScale = localScale;
}
=======
var localScale = transform.localScale;
if (m_LockAspect)
{
var aspect = localScale.x / localScale.y;
localScale.y *= aspect / ... |
<<<<<<<
b.button.onClick.AddListener(() =>
{
var provider = settingsMenuProviders[selectedType];
provider.settingsMenuInstance = m_MainMenuUI.AddSubmenu(buttonData.sectionName, provider.settingsMenuPrefab);
});
}
});
}
=======
var provider = settingsMenuProvi... |
<<<<<<<
// TODO: Uncomment IBlockUIInput after merge with dev/schoen/bugfix-b
public class SelectionTool : MonoBehaviour, ITool, IRay, IRaycaster, ICustomActionMap, IHighlight, IMenuOrigins //, IBlockUIInput
=======
public class SelectionTool : MonoBehaviour, ITool, IRay, IRaycaster, ICustomActionMap, IHighlight, ... |
<<<<<<<
using UnityEngine.VR.Actions;
=======
using UnityEngine.VR.Helpers;
>>>>>>>
using UnityEngine.VR.Actions;
using UnityEngine.VR.Helpers;
<<<<<<<
const string kShowInMiniWorldTag = "ShowInMiniWorld";
=======
/// <summary>
/// Tag applied to player head model which tracks the camera (for MiniWorld locomo... |
<<<<<<<
var moveWorkspaces = obj as IMoveWorkspaces;
if (moveWorkspaces != null)
moveWorkspaces.resetWorkspaces = ResetWorkspacePositions;
var placeObjects = obj as IPlaceObjects;
=======
var placeObjects = obj as IPlaceObject;
>>>>>>>
var moveWorkspaces = obj as IMoveWorkspaces;
if (moveWorkspaces !... |
<<<<<<<
// Assign pinned tool button preview properties
b.toolType = selectedType;
b.previewToolInPinnedToolButton = previewToolInPinnedToolButton;
=======
if (customMenuAttribute != null && customMenuAttribute.tooltip != null)
b.tooltipText = customMenuAttribute.tooltip.tooltipText;
>>>>... |
<<<<<<<
public event Action closeClicked = delegate { };
public event Action lockClicked = delegate { };
public event Action resetSizeClicked = delegate { };
=======
public event Action closeClicked = delegate {};
public event Action lockClicked = delegate {};
public event Action resetSizeClicked = delega... |
<<<<<<<
// If we ever support multiple mini-worlds, then we could collect them all and render them in one loop here
m_RenderingMiniWorlds = true;
if (m_MainCamera && miniWorld)
{
m_MiniCamera.CopyFrom(m_MainCamera);
m_MiniCamera.cullingMask = cullingMask;
m_MiniCamera.clearFlags = CameraClearF... |
<<<<<<<
public static GameObject ClonePrefab(GameObject prefab, GameObject parent = null)
{
GameObject obj = InstantiateAndSetActive(prefab);
if (parent != null) SetParent(obj, parent);
obj.transform.localPosition = new Vector3();
return obj;
}
=======
>>>>>>>
<<<<<<<
public static IEn... |
<<<<<<<
public Func<Dictionary<Transform, DirectSelection>> getDirectSelection { private get; set; }
public Func<DirectSelection, Transform, bool> canGrabObject { private get; set; }
public Func<IGrabObjects, DirectSelection, Transform, bool> grabObject { private get; set; }
public Action<IGrabObjects, Transform, ... |
<<<<<<<
using System.Collections.Generic;
using System;
using UnityEngine;
=======
using System;
using System.Collections.Generic;
using UnityEngine;
>>>>>>>
using System;
using System.Collections.Generic;
using UnityEngine;
<<<<<<<
private Camera m_MiniCamera;
=======
static int s_DefaultLayer;
public L... |
<<<<<<<
using UnityEngine.UI;
using UnityEngine.VR.Actions;
using UnityEngine.VR.Handles;
=======
>>>>>>>
using UnityEngine.VR.Actions;
using UnityEngine.VR.Handles;
<<<<<<<
public class MainMenu : MonoBehaviour, IMainMenu, IInstantiateUI, ICustomActionMap, ICustomRay, ILockRay, IMenuOrigins
=======
public clas... |
<<<<<<<
using System;
using UnityEditor.Experimental.EditorVR.Modules;
=======
using UnityEditor.Experimental.EditorVR.Modules;
>>>>>>>
using System;
using UnityEditor.Experimental.EditorVR.Modules;
<<<<<<<
IPinnedToolButton m_HighlightedPinnedToolbutton;
/// <summary>
/// Highlights a pinned tool button whe... |
<<<<<<<
=======
if (dragEnded != null)
dragEnded(draggedObject, eventData);
>>>>>>> |
<<<<<<<
if (constrained)
m_TargetPosition += delta;
else
this.ManipulatorSnap(rayOrigin, Selection.transforms, ref m_TargetPosition, ref m_TargetRotation, delta);
this.Pulse(requestNodeFromRayOrigin(rayOrigin), m_DragPulse);
=======
switch (constraints)
{
case ConstrainedAxis.X | Constrain... |
<<<<<<<
=======
Material m_FrameGradientMaterial;
>>>>>>>
<<<<<<<
Coroutine m_FrameThicknessCoroutine;
Coroutine m_TopFaceVisibleCoroutine;
Material m_TopFaceMaterial;
=======
Coroutine m_FrameThicknessCoroutine;
>>>>>>>
Coroutine m_FrameThicknessCoroutine;
Coroutine m_TopFaceVisibleCoroutine;
Ma... |
<<<<<<<
public class FeedbackModule : ScriptableSettings<FeedbackModule>, IInitializableModule, ISettingsMenuItemProvider,
ISerializePreferences, IInterfaceConnector, IProvidesRequestFeedback
=======
public abstract class FeedbackRequest
{
public IRequestFeedback caller;
public ab... |
<<<<<<<
using System;
using UnityEngine;
=======
using System.Collections.Generic;
using UnityEngine;
>>>>>>>
using System;
using System.Collections.Generic;
using UnityEngine;
<<<<<<<
public Func<bool> preProcessRender { private get; set; }
public Action postProcessRender { private get; set; }
=======
voi... |
<<<<<<<
float m_LastPointerLength;
=======
IntersectionTester m_Tester;
>>>>>>>
IntersectionTester m_Tester;
float m_LastPointerLength; |
<<<<<<<
=======
#endif
s_Instance = this; // Used only by PreferencesGUI
>>>>>>>
#endif
<<<<<<<
=======
#if UNITY_EDITOR
[PreferenceItem("EditorXR")]
static void PreferencesGUI()
{
EditorGUILayout.BeginVertical();
EditorGUILayout.Space();
//... |
<<<<<<<
var serializableTypes = new HashSet<SerializableType>();
var tool = U.AddComponent(toolType, gameObject) as ITool;
=======
HashSet<SerializableType> serializableTypes = new HashSet<SerializableType>();
var tool = U.Object.AddComponent(toolType, gameObject) as ITool;
>>>>>>>
var serializableTypes = ... |
<<<<<<<
const int kHiddenFacesBlendShapeIndex = 4;
const float kFaceWidthMatchMultiplier = 7.1375f; // Multiplier that sizes the face to the intended width
=======
const float kFaceWidthMatchMultiplier = 7.1375f; // Multiplier that sizes the face to the intended width
>>>>>>>
const float kFaceWidthMatchMul... |
<<<<<<<
=======
const byte k_MinStencilRef = 5;
>>>>>>>
const byte k_MinStencilRef = 5;
<<<<<<<
if (m_ConnectedInterfaces != null)
m_ConnectInterfaces(obj, rayOrigin);
=======
var evrRays = evr.m_Rays;
var evrWorkspaceModule = evr.m_WorkspaceModule;
var evrMenus = evr.m_Menus;
var ... |
<<<<<<<
{
selectionToolData = toolData;
=======
>>>>>>>
{
selectionToolData = toolData;
<<<<<<<
=======
var mainMenuActivator = Menus.SpawnMainMenuActivator(inputDevice);
deviceData.mainMenuActivator = mainMenuActivator;
mainMenuActivator.selected += Menus.OnMainMenuActiva... |
<<<<<<<
using System;
using System.Collections.Generic;
using UnityEditor;
=======
#if UNITY_EDITOR
using ListView;
using System;
using UnityEditor.Experimental.EditorVR.Handles;
using UnityEditor.Experimental.EditorVR.Utilities;
>>>>>>>
#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using Unity... |
<<<<<<<
sealed class WorkspaceUI : MonoBehaviour, IUsesStencilRef, IUsesViewerScale, IUsesPointer, IUsesNode
=======
sealed class WorkspaceUI : MonoBehaviour, IUsesStencilRef, IUsesViewerScale, IGetPointerLength, IRequestFeedback
>>>>>>>
sealed class WorkspaceUI : MonoBehaviour, IUsesStencilRef, IUsesVie... |
<<<<<<<
using System;
using UnityEditor.Experimental.EditorVR.Modules;
=======
>>>>>>>
using System;
using UnityEditor.Experimental.EditorVR.Modules;
<<<<<<<
public void OnRayEnter(RayEventData eventData)
{
// Track which pointer is over us, so this information can supply context (e.g. selecting a tool for ... |
<<<<<<<
=======
[SerializeField]
private MainMenuUI m_MainMenuPrefab;
private MainMenuUI m_MainMenuUI;
private float m_RotationInputStartTime;
private float m_RotationInputStartValue;
private float m_RotationInputIdleTime;
private float m_LastRotationInput;
public Func<GameObject, GameObject> i... |
<<<<<<<
var input = deviceData.directSelectInput;
Vector3 contactPoint;
var obj = GetDirectSelectionForRayOrigin(rayOrigin, out contactPoint);
=======
var obj = GetDirectSelectionForRayOrigin(rayOrigin);
>>>>>>>
Vector3 contactPoint;
var obj = GetDirectSelectionForRayOrigin(rayOrigin, o... |
<<<<<<<
public class SelectionTool : MonoBehaviour, ITool, IRay, IRaycaster, ICustomActionMap, IHighlight, IMenuOrigins, ILocking
=======
public class SelectionTool : MonoBehaviour, ITool, IRay, IRaycaster, ICustomActionMap, IHighlight
>>>>>>>
public class SelectionTool : MonoBehaviour, ITool, IRay, IRaycaster, I... |
<<<<<<<
internal void UpdateAlternateMenuOnSelectionChanged(Transform rayOrigin)
=======
internal static void OnMainMenuActivatorHoverStarted(Transform rayOrigin)
{
var deviceData = evr.m_DeviceData.FirstOrDefault(dd => dd.rayOrigin == rayOrigin);
if (deviceData != null)
{
var menus = new Li... |
<<<<<<<
/// <summary>
/// You must implement and call this event when the visibility of the menu changes
/// Parameters: main menu instance
/// </summary>
event Action<IMainMenu> menuVisibilityChanged;
// HACK: Awake/Start get called together in ExecuteInEditMode, so calling this method after is a workaro... |
<<<<<<<
using UnityEngine.VR.Actions;
=======
using UnityEngine.VR.Helpers;
using UnityEngine.VR.Manipulators;
>>>>>>>
using UnityEngine.VR.Actions;
using UnityEngine.VR.Helpers;
using UnityEngine.VR.Manipulators;
<<<<<<<
public MainMenuActivator mainMenuActivator;
=======
public ActionMapInput directSelectIn... |
<<<<<<<
public IMoveWorkspaces moveWorkspacesModule;
=======
public List<GameObject> customMenus;
>>>>>>>
public List<GameObject> customMenus;
public IMoveWorkspaces moveWorkspacesModule; |
<<<<<<<
transform.localScale = Vector3.one * scale;
m_AlternateMenuOrigin.localScale = m_AlternateMenuOriginOriginalLocalScale * scale;
scale = Mathf.SmoothDamp(scale, kTargetScale, ref smoothVelocity, 0.125f, Mathf.Infinity, Time.unscaledDeltaTime);
=======
menuOrigin.localScale = Vector3.one * scale... |
<<<<<<<
using Shawn.Ulits.PageHost;
=======
//using System.Drawing; //添加引用
//using System.Windows.Forms;
using PRM.Core.Base;
//添加引用,必须用到的
>>>>>>>
using Shawn.Ulits.PageHost;
//添加引用,必须用到的
<<<<<<<
//PageHost.Show(new ServerListPage());
=======
InitTaskTray();
>>>>>>>
... |
<<<<<<<
if (activityAdapter == null)
{
string applicationId = configuration.GetSection(MicrosoftAppCredentials.MicrosoftAppIdKey)?.Value;
string applicationPassword = configuration.GetSection(MicrosoftAppCredentials.MicrosoftAppPasswordKey)?.Value;
... |
<<<<<<<
public Perspex.Controls.WindowState WindowState
{
get
{
switch (GdkWindow.State)
{
case Gdk.WindowState.Iconified:
return Controls.WindowState.Minimized;
case Gdk.WindowState.M... |
<<<<<<<
return _tl.PointToClient(point / ScalingFactor) * ScalingFactor;
=======
return _tl.PointToScreen(point*Scaling)/Scaling;
>>>>>>>
return _tl.PointToClient(point / Scaling) * Scaling;
<<<<<<<
public WindowState WindowState
{
... |
<<<<<<<
private AvaloniaXamlIlCompiler(AvaloniaXamlIlCompilerConfiguration configuration) : base(configuration, true)
=======
private AvaloniaXamlIlCompiler(TransformerConfiguration configuration, XamlLanguageEmitMappings<IXamlILEmitter, XamlILNodeEmitResult> emitMappings)
: base(configura... |
<<<<<<<
/// <summary>
/// Gets the entry property.
/// </summary>
/// <value>Array containing event data.</value>
public List<FacebookEntry> Entry { get; } = new List<FacebookEntry>();
=======
public List<FacebookEntry> Entry { get; } = new List<FacebookEntry>();
... |
<<<<<<<
IBinding, cfg.WellKnownTypes.Object);
UnsetValueType = cfg.TypeSystem.GetType("Avalonia.UnsetValueType");
=======
IBinding, ctx.Configuration.WellKnownTypes.Object);
UnsetValueType = ctx.Configuration.TypeSystem.GetType("Avalonia.UnsetValueType");
... |
<<<<<<<
/// <summary>
/// Render Avalonia to a Texture inside the Windows.UI.Composition tree.
/// </summary>
/// <remarks>
/// Supported on Windows 10 build 16299 and above. Ignored on other versions.
/// This is recommended if you need to use AcrylicBlur or acrylic in ... |
<<<<<<<
public static IList<string> Parse(Reader r, char open, char close, char delimiter = ',')
=======
public static IList<string> Parse(CharacterReader r, char open, char close)
>>>>>>>
public static IList<string> Parse(CharacterReader r, char open, char close, char delimiter = ',') |
<<<<<<<
[Fact]
public void RetainSelectionOnReset_Retains_Selection_On_Reset()
{
var data = new ResettingList<string> { "foo", "bar", "baz" };
var target = new SelectionModel { Source = data, RetainSelectionOnReset = true };
target.SelectRange(new IndexPath(1... |
<<<<<<<
var wasNull = _rootNode.Source == null;
if (_rootNode.Source != null)
{
using (var operation = new Operation(this))
{
ClearSelection(resetAnchor: true);
}
}
... |
<<<<<<<
=======
IKeyboardNavigationHandler keyboardNavigation = null,
ILayoutManager layoutManager = null,
Func<IMouseDevice> mouseDevice = null,
>>>>>>>
IKeyboardNavigationHandler keyboardNavigation = null,
Func<IMouseDevice> mouseDevice = null,
<<<<<<<
... |
<<<<<<<
using Avalonia.OpenGL.Angle;
=======
using Avalonia.OpenGL.Egl;
using Avalonia.OpenGL.Surfaces;
>>>>>>>
using Avalonia.OpenGL.Angle;
using Avalonia.OpenGL.Egl;
using Avalonia.OpenGL.Surfaces;
<<<<<<<
if (Win32GlManager.EglFeature != null)
{
if (_isUsingComposition)
... |
<<<<<<<
UpdatePseudoClasses(IsChecked);
=======
PseudoClass<ToggleButton, bool?>(IsCheckedProperty, c => c == true, ":checked");
PseudoClass<ToggleButton, bool?>(IsCheckedProperty, c => c == false, ":unchecked");
PseudoClass<ToggleButton, bool?>(IsCheckedProperty, c => ... |
<<<<<<<
public IntPtr OrphanedWindow { get; private set; }
=======
public X11Globals Globals { get; private set; }
>>>>>>>
public IntPtr OrphanedWindow { get; private set; }
public X11Globals Globals { get; private set; } |
<<<<<<<
/// <summary>
/// Handles a paint notification from <see cref="ITopLevelImpl.Resized"/>.
/// </summary>
/// <param name="rect">The dirty area.</param>
protected virtual void HandlePaint(Rect rect)
{
Renderer?.Paint(rect);
}
=======
//... |
<<<<<<<
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... |
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