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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef SERIAL_COM_UDPCLIENTPORT_HPP #define SERIAL_COM_UDPCLIENTPORT_HPP #include "Port.h" class UdpClientPort : public Port { public: UdpClientPort(); ~UdpClientPort(); // Connect can set you up two differe...
AirSim/MavLinkCom/src/serial_com/UdpClientPort.hpp/0
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# Python client example to get Lidar data from a car # import setup_path import airsim import sys import math import time import argparse import pprint import numpy # Makes the drone fly and get Lidar data class LidarTest: def __init__(self): # connect to the AirSim simulator self.client = air...
AirSim/PythonClient/car/car_lidar.py/0
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# In settings.json first activate computer vision mode: # https://github.com/Microsoft/AirSim/blob/main/docs/image_apis.md#computer-vision-mode import setup_path import airsim import pprint import os import time import math import tempfile pp = pprint.PrettyPrinter(indent=4) client = airsim.VehicleClient() client.c...
AirSim/PythonClient/computer_vision/cv_mode.py/0
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@ECHO OFF pushd %~dp0 REM Command file for Sphinx documentation if "%SPHINXBUILD%" == "" ( set SPHINXBUILD=sphinx-build ) set SOURCEDIR=. set BUILDDIR=_build if "%1" == "" goto help %SPHINXBUILD% >NUL 2>NUL if errorlevel 9009 ( echo. echo.The 'sphinx-build' command was not found. Make sure you have Sphinx echo...
AirSim/PythonClient/docs/make.bat/0
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import setup_path import airsim import numpy as np import os import tempfile import pprint import cv2 # connect to the AirSim simulator client = airsim.MultirotorClient() client.confirmConnection() client.enableApiControl(True) home = client.getHomeGeoPoint() print("home:\n%s" % home) target = home target.latitude ...
AirSim/PythonClient/multirotor/line_of_sight.py/0
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################################################################################################### # # Project: Embedded Learning Library (ELL) # File: speaker.py # Authors: Chris Lovett # # Requires: Python 3.x # ###############################################################################################...
AirSim/PythonClient/multirotor/speaker.py/0
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 Microsoft Visual Studio Solution File, Format Version 12.00 # Visual Studio 15 VisualStudioVersion = 15.0.27428.2037 MinimumVisualStudioVersion = 10.0.40219.1 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "AirsimWrapper", "AirsimWrapper\AirsimWrapper.vcxproj", "{B3142B89-A825-4A07-84D3-45C65CF0D7B0}" ProjectSe...
AirSim/Unity/AirLibWrapper/AirsimWrapper.sln/0
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#pragma once #include <string> #include "common/AirSimSettings.hpp" #include "common/ClockFactory.hpp" #include "common/StateReporterWrapper.hpp" #include "api/ApiProvider.hpp" #include "api/ApiServerBase.hpp" #include "../PawnSimApi.h" #include "../UnityPawn.h" class SimModeBase { private: typedef common_utils::...
AirSim/Unity/AirLibWrapper/AirsimWrapper/Source/SimMode/SimModeBase.h/0
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#pragma once #include "vehicles/car/api/CarApiBase.hpp" #include "physics/Kinematics.hpp" class CarPawnApi { public: typedef msr::airlib::ImageCaptureBase ImageCaptureBase; public: CarPawnApi(const msr::airlib::Kinematics::State* pawn_kinematics, const std::string car_name, msr::airlib::CarApi...
AirSim/Unity/AirLibWrapper/AirsimWrapper/Source/Vehicles/Car/CarPawnApi.h/0
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macro(BuildAirsimWrapper) set(AIRSIMWRAPPER_LIBRARY_SOURCE_FILES Source/Logger.cpp Source/NedTransform.cpp Source/PawnSimApi.cpp Source/PInvokeWrapper.cpp Source/SimHUD/SimHUD.cpp Source/SimMode/SimModeBase.cpp Source/SimMode/SimModeWorldBase.cpp Source/UnityImageCapture.cpp Source/UnitySensors/UnityD...
AirSim/Unity/AirLibWrapper/AirsimWrapper/cmake/airsimwrapper-setup.cmake/0
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AirSim/Unity/UnityDemo/Assets/AirSimAssets/Materials/RenderTexture/Window1RenderTexture.renderTexture.meta/0
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fileFormatVersion: 2 guid: a3db15f15beb3c34a81f919672dd949a NativeFormatImporter: externalObjects: {} mainObjectFileID: 100100000 userData: assetBundleName: assetBundleVariant:
AirSim/Unity/UnityDemo/Assets/AirSimAssets/Prefabs/CaptureCameras.prefab.meta/0
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AirSim/Unity/UnityDemo/Assets/AirSimAssets/Scripts/HUD.meta/0
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using System.Collections; using System.Collections.Generic; using UnityEngine; using System; using AirSimUnity.DroneStructs; using System.Threading; using UnityEditor; namespace AirSimUnity { public class AirSimServer : MonoBehaviour { private const string DRONE_MODE = "Multirotor"; // Start...
AirSim/Unity/UnityDemo/Assets/AirSimAssets/Scripts/Utilities/AirSimServer.cs/0
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AirSim/Unity/UnityDemo/Assets/AirSimAssets/Scripts/Vehicles.meta/0
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fileFormatVersion: 2 guid: 97149f3c0e8342241a9b731c68e7d6e1 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant:
AirSim/Unity/UnityDemo/Assets/AirSimAssets/Scripts/Vehicles/VehicleCompanion.cs.meta/0
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AirSim/Unity/UnityDemo/Assets/AirSimAssets/Weather/WeatherFX/Materials.meta/0
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AirSim/Unity/UnityDemo/Assets/Scenes/DroneDemo.unity/0
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%YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!21 &2100000 Material: serializedVersion: 6 m_ObjectHideFlags: 0 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: SkyCarLightCoversGrey m_Shader: {fileID: 45, guid: 0000000000000000f000000000000000, type: 0} m_ShaderKeywords: _ALPHABLEN...
AirSim/Unity/UnityDemo/Assets/Standard Assets/Vehicles/Car/Materials/SkyCarLightCoversGrey.mat/0
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%YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!126 &1 NavMeshProjectSettings: m_ObjectHideFlags: 0 serializedVersion: 2 areas: - name: Walkable cost: 1 - name: Not Walkable cost: 1 - name: Jump cost: 2 - name: cost: 1 - name: cost: 1 - name: cost: 1 - name: cost: 1 ...
AirSim/Unity/UnityDemo/ProjectSettings/NavMeshAreas.asset/0
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#!/bin/bash set -x set -e SCRIPT_DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )" pushd "$SCRIPT_DIR" >/dev/null if [[ ! -e "$UnrealDir" ]]; then UnrealDir=$1 fi if [[ ! -e "$UnrealDir" ]]; then # UnrealDir variable must be set like '/Users/Shared/Epic\ Games/UE_4.16' echo "UnrealDir is not set." ...
AirSim/Unreal/Environments/Blocks/GenerateProjectFiles.sh/0
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// Fill out your copyright notice in the Description page of Project Settings. #include "ObjectFilter.h" #include <Components/SkeletalMeshComponent.h> #include <Components/StaticMeshComponent.h> #include <Engine/SkeletalMesh.h> #include <Engine/StaticMesh.h> FObjectFilter::FObjectFilter() : static_mesh_(nullptr)...
AirSim/Unreal/Plugins/AirSim/Source/ObjectFilter.cpp/0
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#include "SimHUDWidget.h" void USimHUDWidget::updateDebugReport(const std::string& text) { setReportText(FString(text.c_str())); } void USimHUDWidget::setReportVisible(bool is_visible) { setReportContainerVisibility(is_visible); } void USimHUDWidget::toggleHelpVisibility() { setHelpContainerVisibility(!g...
AirSim/Unreal/Plugins/AirSim/Source/SimHUD/SimHUDWidget.cpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #pragma once #include "common/Common.hpp" #include "GameFramework/Actor.h" #include "sensors/distance/DistanceSimple.hpp" #include "NedTransform.h" class UnrealDistanceSensor : public msr::airlib::DistanceSimple { public:...
AirSim/Unreal/Plugins/AirSim/Source/UnrealSensors/UnrealDistanceSensor.h/0
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#pragma once #include "CoreMinimal.h" #include "SimMode/SimModeBase.h" #include "CarPawn.h" #include "common/Common.hpp" #include "api/VehicleSimApiBase.hpp" #include "SimModeCar.generated.h" UCLASS() class AIRSIM_API ASimModeCar : public ASimModeBase { GENERATED_BODY() public: virtual void BeginPlay() over...
AirSim/Unreal/Plugins/AirSim/Source/Vehicles/Car/SimModeCar.h/0
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#pragma once #include "CoreMinimal.h" #include "common/CommonStructs.hpp" #include "common/GeodeticConverter.hpp" #include "api/WorldSimApiBase.hpp" #include "SimMode/SimModeBase.h" #include "Components/StaticMeshComponent.h" #include "Runtime/Engine/Classes/Engine/StaticMesh.h" #include <string> class WorldSimApi : ...
AirSim/Unreal/Plugins/AirSim/Source/WorldSimApi.h/0
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#!/usr/bin/env bash # get path of current script: https://stackoverflow.com/a/39340259/207661 SCRIPT_DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )" pushd "$SCRIPT_DIR" >/dev/null set -e set -x debug=false gcc=false # Parse command line arguments while [[ $# -gt 0 ]] do key="$1" case $key in --...
AirSim/build.sh/0
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# AirSim on Unity * AirSim on Unity allows you to run your simulators in the [Unity Engine](https://unity3d.com/). This project comes with some sample Unity projects and a wrapper around the AirLib library to run as a [native plugin](https://docs.unity3d.com/Manual/NativePlugins.html) in Unity. * Included are two bas...
AirSim/docs/Unity.md/0
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# AirLib on a Real Drone The AirLib library can be compiled and deployed on the companion computer on a real drone. For our testing, we mounted a Gigabyte Brix BXi7-5500 ultra compact PC on the drone connected to the Pixhawk flight controller over USB. The Gigabyte PC is running Ubuntu, so we are able to SSH into it o...
AirSim/docs/custom_drone.md/0
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# Onboard parameters for vehicle 1 # # MAV ID COMPONENT ID PARAM NAME VALUE (FLOAT) 1 1 ATT_VIBE_THRESH 0.200000002980232239 9 1 1 BAT_A_PER_V 15.391030311584472656 9 1 1 BAT_CAPACITY -1.000000000000000000 9 1 1 BAT_CNT_V_CURR 0.000805664050858468 9 1 1 BAT_CNT_V_VOLT 0.000805664050858468 9 1 1 BAT_CRIT_THR 0.070000...
AirSim/docs/misc/px4-1.6.0dev.params/0
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% Encoding: UTF-8 @Misc{Herman2017, author = {Russell Herman}, title = {A First Course in Differential Equations for Scientists and Engineers}, howpublished = {\url {http://people.uncw.edu/hermanr/mat361/ODEBook/}}, year = {2017}, publisher = {University of North Carolina Wilmington},...
AirSim/docs/paper/references.bib/0
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60
# Playback AirSim supports playing back the high level commands in a *.mavlink log file that were recorded using the MavLinkTest app for the purpose of comparing real and simulated flight. The [recording.mavlink](logs/recording.mavlink) is an example of a log file captured using a real drone using the following comman...
AirSim/docs/playback.md/0
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# Logitech G920 Steering Wheel Installation To use Logitech G920 steering wheel with AirSim follow these steps: 1. Connect the steering wheel to the computer and wait until drivers installation complete. 2. Install Logitech Gaming Software from [here](http://support.logitech.com/en_us/software/lgs) 3. Before debug,...
AirSim/docs/steering_wheel_installation.md/0
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site_name: AirSim site_dir: build_docs repo_url: https://github.com/microsoft/airsim site_description: 'Open source simulator based on Unreal Engine for autonomous vehicles from Microsoft AI & Research' markdown_extensions: - toc: permalink: "#" - pymdownx.arithmatex: generic: true - pymdow...
AirSim/mkdocs.yml/0
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<launch> <node type="rviz" name="rviz" pkg="rviz" args="-d $(find airsim_ros_pkgs)/rviz/default.rviz" /> </launch>
AirSim/ros/src/airsim_ros_pkgs/launch/rviz.launch/0
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airsim_interfaces/VelCmd vel_cmd string[] vehicle_names
AirSim/ros2/src/airsim_interfaces/msg/VelCmdGroup.msg/0
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#include <tf2_geometry_msgs/tf2_geometry_msgs.h> namespace utils { inline double get_yaw_from_quat_msg(const geometry_msgs::msg::Quaternion& quat_msg) { tf2::Quaternion quat_tf; double roll, pitch, yaw; tf2::fromMsg(quat_msg, quat_tf); tf2::Matrix3x3(quat_tf).getRPY(roll, pitch, yaw); return yaw; } ...
AirSim/ros2/src/airsim_ros_pkgs/include/utils.h/0
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FROM ubuntu:18.04 RUN DEBIAN_FRONTEND=noninteractive apt-get update && apt-get install -y \ apt-utils \ apt-transport-https \ software-properties-common \ sudo \ tzdata \ && apt-get clean \ && rm -rf /var/lib/apt/lists/* && \ dpkg-reconfigure -f noninteractive tzdata ARG UNAME=testuser...
AirSim/tools/Dockerfile-ROS/0
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// LzInWindow.cs using System; namespace SevenZip.Compression.LZ { public class InWindow { public Byte[] _bufferBase = null; // pointer to buffer with data System.IO.Stream _stream; UInt32 _posLimit; // offset (from _buffer) of first byte when new block reading must be done bool _streamEndWasReached; // if ...
AssetStudio/AssetStudio/7zip/Compress/LZ/LzInWindow.cs/0
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/* Copyright 2015 Google Inc. All Rights Reserved. Distributed under MIT license. See file LICENSE for detail or copy at https://opensource.org/licenses/MIT */ namespace Org.Brotli.Dec { /// <summary>API for Brotli decompression.</summary> internal sealed class Decode { private const int DefaultCodeLength = 8; ...
AssetStudio/AssetStudio/Brotli/Decode.cs/0
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using System; using System.Collections.Generic; using System.IO; using System.Linq; namespace AssetStudio { public class Keyframe<T> { public float time; public T value; public T inSlope; public T outSlope; public int weightedMode; public T inWeight; pub...
AssetStudio/AssetStudio/Classes/AnimationClip.cs/0
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using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace AssetStudio { public sealed class MeshRenderer : Renderer { public MeshRenderer(ObjectReader reader) : base(reader) { } } }
AssetStudio/AssetStudio/Classes/MeshRenderer.cs/0
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using System; using System.Collections.Generic; using System.Linq; using System.Linq.Expressions; using System.Text; namespace AssetStudio { public sealed class TextAsset : NamedObject { public byte[] m_Script; public TextAsset(ObjectReader reader) : base(reader) { m_Scrip...
AssetStudio/AssetStudio/Classes/TextAsset.cs/0
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using Org.Brotli.Dec; using System.Collections.Generic; using System.IO; using System.IO.Compression; using System.Linq; namespace AssetStudio { public static class ImportHelper { public static void MergeSplitAssets(string path, bool allDirectories = false) { var splitFiles = Direc...
AssetStudio/AssetStudio/ImportHelper.cs/0
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using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace AssetStudio { public enum SerializedFileFormatVersion { Unsupported = 1, Unknown_2 = 2, Unknown_3 = 3, /// <summary> /// 1.2.0 to 2.0.0 ...
AssetStudio/AssetStudio/SerializedFileFormatVersion.cs/0
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#include <fbxsdk.h> #include "asfbx_context.h" AsFbxContext::AsFbxContext() { pSdkManager = nullptr; pScene = nullptr; pTextures = nullptr; pMaterials = nullptr; pExporter = nullptr; pBindPose = nullptr; } AsFbxContext::~AsFbxContext() { framePaths.clear(); delete pMaterials; delete pTextures; if (pExpor...
AssetStudio/AssetStudioFBXNative/asfbx_context.cpp/0
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using System; using System.Collections.Generic; using System.Diagnostics; namespace AssetStudio.FbxInterop { internal sealed class FbxExporter : IDisposable { private FbxExporterContext _context; private readonly string _fileName; private readonly IImported _imported; private...
AssetStudio/AssetStudioFBXWrapper/FbxExporter.cs/0
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using AssetStudio; using Newtonsoft.Json; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; namespace AssetStudioGUI { internal static class Exporter { public static bool ExportTexture2D(AssetItem item, string exportPath) { var m_Texture2D = (...
AssetStudio/AssetStudioGUI/Exporter.cs/0
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using System; using System.Collections.Generic; using System.Text; namespace SpirV { public struct ModuleHeader { public Version Version { get; set; } public string GeneratorVendor { get; set; } public string GeneratorName { get; set; } public int GeneratorVersion { get; set; } public uint Bound { get; set...
AssetStudio/AssetStudioUtility/CSspv/Disassembler.cs/0
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using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace AssetStudio { public class ModelConverter : IImported { public ImportedFrame RootFrame { get; protected set; } public List<ImportedMesh> MeshList { get; protected set; } = new List<ImportedMesh>(); ...
AssetStudio/AssetStudioUtility/ModelConverter.cs/0
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// Unity C# reference source // Copyright (c) Unity Technologies. For terms of use, see // https://unity3d.com/legal/licenses/Unity_Reference_Only_License using Mono.Cecil; namespace Unity.CecilTools.Extensions { static class MethodDefinitionExtensions { public static bool SameAs(this MethodDefinition...
AssetStudio/AssetStudioUtility/Unity.CecilTools/Extensions/MethodDefinitionExtensions.cs/0
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#pragma once #include <stdint.h> struct color_bgra { uint8_t b; uint8_t g; uint8_t r; uint8_t a; }; const color_bgra g_black_color{ 0, 0, 0, 255 }; int decode_bc1(const uint8_t* data, const long w, const long h, uint32_t* image); void decode_bc3_alpha(const uint8_t* data, uint32_t* outbuf, int channel); int deco...
AssetStudio/Texture2DDecoderNative/bcn.h/0
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#include "pvrtc.h" #include <stdint.h> #include <string.h> #include "color.h" #include "endianness.h" static const int PVRTC1_STANDARD_WEIGHT[] = {0, 3, 5, 8}; static const int PVRTC1_PUNCHTHROUGH_WEIGHT[] = {0, 4, 4, 8}; static inline long morton_index(const long x, const long y, const long min_dim) { long offse...
AssetStudio/Texture2DDecoderNative/pvrtc.cpp/0
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# 单线程异步 前面几个例子都是多线程实现的异步,但是异步显然不仅仅是多线程的。我们在之前的例子中使用了Sleep来实现时间的等待,每一个计时器都需要使用一个线程,会导致线程切换频繁,这个实现效率很低,平常是不会这样做的。一般游戏逻辑中会设计一个单线程的计时器,我们这里做一个简单的实现,用来讲解单线程异步。 ```csharp // example2_3 class Program { private static int loopCount = 0; private static long time; private static Action action...
ET/Book/2.3单线程异步.md/0
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# AI框架 ## 1. 几种AI的设计 AI在游戏中很多,但是为什么大家总是感觉ai编写起来十分困难,我后来思考了一番,主要原因是使用的方法不当。之前大家编写ai主要有几种方案: ### a. 状态机 我是不知道谁想出来这个做法的,真是无力吐槽。本来对象身上任何数据都是状态,这种方法又要把一些状态定义成一种新的节点,对象身上状态变化会引起节点之间的转换,执行对应的方法,比如OnEnter OnExit等等。这里以怪物来举例,怪物可以分为多种状态,巡逻,攻击,追逐,返回。怪物的状态变化有: 巡逻->追逐 巡逻状态发现远处有敌人变追逐状态 巡逻->攻击 巡逻发现可以攻击敌人变攻击状态 攻击->追逐 攻击状态发现敌人...
ET/Book/6.1AI框架.md/0
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<?xml version="1.0" encoding="utf-8" ?> <nlog xmlns="http://www.nlog-project.org/schemas/NLog.xsd" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> <targets async="true"> <!-- 注意这里并没有开启bufferSize,上线要关闭Debug日志 --> <target name="ServerDebug" xsi:type="File" openFileCacheTimeout="30" keepFileOpen="tru...
ET/Config/NLog/NLog.config/0
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using System.IO; namespace ET { [Invoke] public class RecastFileReader: AInvokeHandler<NavmeshComponent.RecastFileLoader, byte[]> { public override byte[] Handle(NavmeshComponent.RecastFileLoader args) { return File.ReadAllBytes(Path.Combine("../Config/Recast", args.Name)); ...
ET/DotNet/Loader/RecastFileReader.cs/0
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using System; using System.Collections.Immutable; using System.Linq; using Microsoft.CodeAnalysis; using Microsoft.CodeAnalysis.CSharp; using Microsoft.CodeAnalysis.CSharp.Syntax; using Microsoft.CodeAnalysis.Diagnostics; using Microsoft.CodeAnalysis.FlowAnalysis; namespace ET.Analyzer { [DiagnosticAnalyzer(Langu...
ET/Share/Analyzer/Analyzer/ETCancellationTokenAnalyzer.cs/0
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using System; using System.Collections.Immutable; using System.Composition; using System.Linq; using System.Threading; using System.Threading.Tasks; using Microsoft.CodeAnalysis; using Microsoft.CodeAnalysis.CodeActions; using Microsoft.CodeAnalysis.CodeFixes; using Microsoft.CodeAnalysis.CSharp; using Microsoft.CodeAn...
ET/Share/Analyzer/CodeFixer/EntitySystemCodeFixProvider.cs/0
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if [ -z "$ANDROID_NDK" ]; then export ANDROID_NDK=~/android-ndk-r10e fi mkdir -p build_v7a && cd build_v7a cmake -DANDROID_ABI=armeabi-v7a -DCMAKE_TOOLCHAIN_FILE=../cmake/android.toolchain.cmake -DANDROID_TOOLCHAIN_NAME=arm-linux-androideabi-clang3.6 -DANDROID_NATIVE_API_LEVEL=android-9 ../ cd .. cmake --build bui...
ET/Share/Libs/RecastDll/make_android.sh/0
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using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Reflection; using System.Text; using System.Threading.Tasks; using Microsoft.CodeAnalysis; using Microsoft.CodeAnalysis.CSharp; using Microsoft.CodeAnalysis.Emit; using MongoDB.Bson; using MongoDB.Bson.Serialization; using ...
ET/Share/Tool/ExcelExporter/ExcelExporter.cs/0
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set -g prefix C-z unbind-key C-b bind-key C-z send-prefix setw -g mode-keys vi
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using System; namespace ET { /// <summary> /// 当方法或属性内需要访问Entity类的child和component时 使用此标签 /// 仅供必要时使用 大多数情况推荐通过Entity的子类访问 /// </summary> [AttributeUsage(AttributeTargets.Method|AttributeTargets.Property)] public class EnableAccessEntiyChildAttribute : Attribute { } }
ET/Unity/Assets/Scripts/Core/Analyzer/EnableAccessEntiyChildAttribute.cs/0
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namespace ET { [EntitySystemOf(typeof(MailBoxComponent))] [FriendOf(typeof(MailBoxComponent))] public static partial class MailBoxComponentSystem { [EntitySystem] private static void Awake(this MailBoxComponent self, MailBoxType mailBoxType) { Fiber fiber = se...
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using System; using System.Collections.Generic; using System.Linq; namespace ET { public class MultiMapSet<T, K>: SortedDictionary<T, HashSet<K>> { private readonly HashSet<K> Empty = new HashSet<K>(); public void Add(T t, K k) { HashSet<K> list; this.TryGetV...
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using System.Collections.Concurrent; using System.Collections.Generic; namespace ET { public struct MessageInfo { public ActorId ActorId; public MessageObject MessageObject; } public class MessageQueue: Singleton<MessageQueue>, ISingletonAwake { private readonly Concur...
ET/Unity/Assets/Scripts/Core/World/Module/Actor/MessageQueue.cs/0
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namespace ET { public struct FiberInit { public Fiber Fiber { get; set; } } }
ET/Unity/Assets/Scripts/Core/World/Module/Fiber/FiberInit.cs/0
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using System; namespace ET { public interface ILog { void Trace(string message); void Warning(string message); void Info(string message); void Debug(string message); void Error(string message); void Error(Exception e); #if DOTNET public void Trace(ref S...
ET/Unity/Assets/Scripts/Core/World/Module/Log/ILog.cs/0
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ET/Unity/Assets/Scripts/Hotfix/Client/Demo/Main/Scene/SceneChangeHelper.cs.meta/0
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namespace ET.Client { public static partial class LSSceneChangeHelper { // 场景切换协程 public static async ETTask SceneChangeTo(Scene root, string sceneName, long sceneInstanceId) { root.RemoveComponent<Room>(); Room room = root.AddComponentWithId<Room>(sceneInstance...
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using System; namespace ET.Server { [Invoke((long)SceneType.BenchmarkClient)] public class NetComponentOnReadInvoker_BenchmarkClient: AInvokeHandler<NetComponentOnRead> { public override void Handle(NetComponentOnRead args) { Session session = args.Session; object m...
ET/Unity/Assets/Scripts/Hotfix/Server/Benchmark/NetComponentOnReadInvoker_BenchmarkClient.cs/0
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namespace ET.Server { [MessageLocationHandler(SceneType.Map)] public class C2M_StopHandler: MessageLocationHandler<Unit, C2M_Stop> { protected override async ETTask Run(Unit unit, C2M_Stop message) { unit.Stop(1); await ETTask.CompletedTask; } } }
ET/Unity/Assets/Scripts/Hotfix/Server/Demo/Map/Move/C2M_StopHandler.cs/0
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using System.Collections.Generic; using Unity.Mathematics; namespace ET.Server { [FriendOf(typeof(MoveComponent))] [FriendOf(typeof(NumericComponent))] public static partial class UnitHelper { public static UnitInfo CreateUnitInfo(Unit unit) { UnitInfo unitInfo = UnitInfo.C...
ET/Unity/Assets/Scripts/Hotfix/Server/Demo/Map/Unit/UnitHelper.cs/0
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