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<<<<<<< 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...