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using System; using System.Security.Cryptography; using UnityEngine; [Serializable] public class LuaAsset : ScriptableObject { public static string LuaDecodeKey = "LuaDecodeKey"; //TODO: use a safe method to hide decode key public static string[] LuaSearchingPaths = new []{ "lua/", "lua/utility...
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/* * Tencent is pleased to support the open source community by making xLua available. * Copyright (C) 2016 THL A29 Limited, a Tencent company. All rights reserved. * Licensed under the MIT License (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License...
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/**********************************************************\ | | | XXTEA.cs | | | | XXTEA encryption algorithm library for .NET. | | ...
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#import <Foundation/Foundation.h> #import "AntiAddictionHttpResult.h" extern NSString *const ANTI_TIMEOUTKEY; extern NSString *const ANTI_HTTPMETHODKEY; extern NSString *const ANTI_HTTPBODYKEY; extern NSString *const ANTI_DATAFORMAT; extern NSString *const ANTI_CACHE_POLICY_KEY; /** header */ extern NSString *const...
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// // RSAObjC.h // // Created by PacteraLF on 16/10/17. // Copyright © 2016年 PacteraLF. All rights reserved. // RSA 加密封装类 #import <Foundation/Foundation.h> @interface RSAObjC : NSObject /** * -------RSA 字符串公钥加密------- @param plaintext 明文,待加密的字符串 @param pubKey 公钥字符串 @return 密文,加密后的字符串 */ + (NSString *)encryp...
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using System; using System.Threading.Tasks; using TapSDK.UI; using TapTap.AntiAddiction.Internal; using TapTap.AntiAddiction.Model; using TapTap.Common; using UnityEngine; namespace TapTap.AntiAddiction { public sealed class VietnamAntiAddictionWorker : BaseAntiAddictionWorker { /// <summary> ...
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using System; using TapTap.AntiAddiction.Model; using MobileBridgeAntiAddiction = Plugins.AntiAddictionUIKit.AntiAddictionUIKit; using CheckPayResult = Plugins.AntiAddictionUIKit.CheckPayResult; namespace TapTap.AntiAddiction { public sealed class AntiAddictionMobileOldJob : IAntiAddictionJob { privat...
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using System.IO; using UnityEditor; using UnityEditor.Callbacks; # if UNITY_IOS using UnityEditor.iOS.Xcode; #endif using UnityEngine; namespace TapTap.Common.Editor { # if UNITY_IOS public static class TapCommonIOSProcessor { // 添加标签,unity导出工程后自动执行该函数 [PostProcessBuild(99)] public stat...
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## [TapTap.Common](./Documentation/README.md)
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// // TTSDKLoginResult.h // TapTapSDK // // Created by TapTap on 2017/10/17. // Copyright © 2017年 易玩. All rights reserved. // #import <Foundation/Foundation.h> @class TTSDKAccessToken; /** * @brief 登入结果 * * 该类封装了登入的响应结果(非NSError情况下) */ @interface TTSDKLoginResult : NSObject /// 授权Token @property (nonatomi...
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{% metadata_file .yamato/test_versions.metafile %} --- {% for editor in test_editors %} test_gym_interface_{{ editor.version }}_{{ editor.extra_test }}: name: Test Linux Gym Interface {{ editor.version }} {{ editor.extra_test }} agent: type: Unity::VM image: ml-agents/ml-agents-ubuntu-18.04:latest flavo...
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using NUnit.Framework; using Unity.MLAgents; using Unity.MLAgents.Actuators; using Unity.MLAgents.Policies; using Unity.MLAgents.Sensors; using Unity.MLAgents.Sensors.Reflection; using Unity.PerformanceTesting; using UnityEngine; namespace MLAgentsExamples.Tests.Performance { [TestFixture] public class SensorP...
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#if UNITY_CLOUD_BUILD using UnityEditor; // TODO do we still need this? public class DisableBurstFromMenu { /// This method is needed to disable Burst compilation on windows for our cloudbuild tests. /// Barracuda 0.4.0-preview depends on a version of Burst (1.1.1) which does not allow /// users to disabl...
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using Unity.MLAgents.Integrations.Match3; namespace Unity.MLAgentsExamples { public class Match3ExampleActuator : Match3Actuator { private Match3Board m_Board; Match3Board Board => m_Board; public Match3ExampleActuator(Match3Board board, bool forceHeuristic, str...
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using Unity.MLAgents.Extensions.Input; using UnityEngine; using UnityEngine.InputSystem; /// <summary> /// This class handles the input for the PushBlock Cube character in the PushBlock scene. /// Note that the only ML-Agents code here is the implementation of the <see cref="IInputActionAssetProvider"/>. /// The <see ...
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using UnityEngine; using UnityEngine.Events; namespace Unity.MLAgentsExamples { /// <summary> /// Utility class to allow target placement and collision detection with an agent /// Add this script to the target you want the agent to touch. /// Callbacks will be triggered any time the target is touched w...
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using UnityEngine; namespace Unity.MLAgentsExamples { /// <summary> /// Utility class to allow a stable observation platform. /// </summary> public class OrientationCubeController : MonoBehaviour { //Update position and Rotation public void UpdateOrientation(Transform rootBP, Transf...
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using System.Runtime.CompilerServices; [assembly: InternalsVisibleTo("Unity.ML-Agents.Extensions.Input.Tests.Runtime")]
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#if MLA_INPUT_TESTS using NUnit.Framework; using Unity.MLAgents.Actuators; using Unity.MLAgents.Extensions.Input; using UnityEngine; using UnityEngine.InputSystem; namespace Unity.MLAgents.Extensions.Tests.Runtime.Input { public class FloatInputActionAdaptorTests : InputTestFixture { FloatInputActionAd...
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using System.Collections.Generic; using UnityEditor; using Unity.Sentis; using Unity.MLAgents.Actuators; using Unity.MLAgents.Policies; using Unity.MLAgents.Sensors; using Unity.MLAgents.Sensors.Reflection; using CheckTypeEnum = Unity.MLAgents.Inference.SentisModelParamLoader.FailedCheck.CheckTypeEnum; namespace Unity...
ml-agents/com.unity.ml-agents/Editor/BehaviorParametersEditor.cs/0
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