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using System; using System.Collections; using UnityEngine; namespace UniRx.Examples { public class Sample06_ConvertToCoroutine : MonoBehaviour { // convert IObservable to Coroutine void Start() { StartCoroutine(ComplexCoroutineTest()); } IEnumerator Complex...
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namespace UniRx.InternalUtil { using System; internal static class ExceptionExtensions { public static void Throw(this Exception exception) { #if (NET_4_6 || NET_STANDARD_2_0) System.Runtime.ExceptionServices.ExceptionDispatchInfo.Capture(exception).Throw(); #endif throw exception; } } }
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using System; using System.Collections.Generic; namespace UniRx.Operators { internal class AmbObservable<T> : OperatorObservableBase<T> { readonly IObservable<T> source; readonly IObservable<T> second; public AmbObservable(IObservable<T> source, IObservable<T> second) : ba...
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using System; using System.Collections.Generic; namespace UniRx.Operators { // needs to more improvement internal class ConcatObservable<T> : OperatorObservableBase<T> { readonly IEnumerable<IObservable<T>> sources; public ConcatObservable(IEnumerable<IObservable<T>> sources) ...
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using System; using System.Collections.Generic; namespace UniRx.Operators { internal class DistinctObservable<T> : OperatorObservableBase<T> { readonly IObservable<T> source; readonly IEqualityComparer<T> comparer; public DistinctObservable(IObservable<T> source, IEqualityComparer<T> ...
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using System; using System.Collections.Generic; using UniRx.Operators; namespace UniRx.Operators { internal class GroupedObservable<TKey, TElement> : IGroupedObservable<TKey, TElement> { readonly TKey key; readonly IObservable<TElement> subject; readonly RefCountDisposable refCount; ...
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using System; namespace UniRx.Operators { // implements note : all field must be readonly. public abstract class OperatorObservableBase<T> : IObservable<T>, IOptimizedObservable<T> { readonly bool isRequiredSubscribeOnCurrentThread; public OperatorObservableBase(bool isRequiredSubscribeOn...
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using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace UniRx.Operators { internal class SampleObservable<T> : OperatorObservableBase<T> { readonly IObservable<T> source; readonly TimeSpan interval; readonly IScheduler scheduler; public ...
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using System; namespace UniRx.Operators { internal class SkipWhileObservable<T> : OperatorObservableBase<T> { readonly IObservable<T> source; readonly Func<T, bool> predicate; readonly Func<T, int, bool> predicateWithIndex; public SkipWhileObservable(IObservable<T> source, Fun...
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using System; using System.Collections.Generic; using UniRx.Operators; namespace UniRx.Operators { internal class TakeLastObservable<T> : OperatorObservableBase<T> { readonly IObservable<T> source; // count readonly int count; // duration readonly TimeSpan duration; ...
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using System; namespace UniRx.Operators { internal class TimerObservable : OperatorObservableBase<long> { readonly DateTimeOffset? dueTimeA; readonly TimeSpan? dueTimeB; readonly TimeSpan? period; readonly IScheduler scheduler; public TimerObservable(DateTimeOffset due...
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using System; namespace UniRx.Operators { // Optimize for .Where().Select() internal class WhereSelectObservable<T, TR> : OperatorObservableBase<TR> { readonly IObservable<T> source; readonly Func<T, bool> predicate; readonly Func<T, TR> selector; public WhereSelectObserv...
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using System; using System.Collections.Generic; using System.Text; using UniRx.InternalUtil; namespace UniRx { public sealed class Subject<T> : ISubject<T>, IDisposable, IOptimizedObservable<T> { object observerLock = new object(); bool isStopped; bool isDisposed; Exception la...
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using System; using System.Collections.Generic; using UniRx.InternalUtil; using UnityEngine; namespace UniRx { /// <summary> /// Inspectable ReactiveProperty. /// </summary> [Serializable] public class IntReactiveProperty : ReactiveProperty<int> { public IntReactiveProperty() ...
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#if UNITY_METRO using System; using System.Collections; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading; #if NETFX_CORE using System.Threading.Tasks; #endif namespace UniRx { public static partial class Scheduler { public static readonly IScheduler Thre...
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 #pragma warning disable CS1591 // Missing XML comment for publicly visible type or member using System; using System.Diagnostics; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using System.Security; namespace Cysharp.Threading.Tasks.CompilerServices { [StructLayout(LayoutKind.Auto...
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using Cysharp.Threading.Tasks.Internal; using System; using System.Collections.Generic; using System.Threading; namespace Cysharp.Threading.Tasks.Linq { public static partial class UniTaskAsyncEnumerable { public static IUniTaskAsyncEnumerable<IList<TSource>> Buffer<TSource>(this IUniTaskAsyncEnumerab...
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using Cysharp.Threading.Tasks.Internal; using System; using System.Collections.Generic; using System.Threading; namespace Cysharp.Threading.Tasks.Linq { public static partial class UniTaskAsyncEnumerable { public static IUniTaskAsyncEnumerable<TSource> Distinct<TSource>(this IUniTaskAsyncEnumerable<TS...
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using Cysharp.Threading.Tasks.Internal; using System; using System.Collections.Generic; using System.Linq; using System.Threading; namespace Cysharp.Threading.Tasks.Linq { public static partial class UniTaskAsyncEnumerable { // Ix-Async returns IGrouping but it is competely waste, use standard IGroupi...
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using System; using System.Threading; using Cysharp.Threading.Tasks.Internal; namespace Cysharp.Threading.Tasks.Linq { public static partial class UniTaskAsyncEnumerable { public static UniTask<Int32> MinAsync(this IUniTaskAsyncEnumerable<Int32> source, CancellationToken cancellationToken = default) ...
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using Cysharp.Threading.Tasks.Internal; using System.Threading; namespace Cysharp.Threading.Tasks.Linq { public static partial class UniTaskAsyncEnumerable { public static IUniTaskAsyncEnumerable<TElement> Repeat<TElement>(TElement element, int count) { if (count < 0) throw Error.A...
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using Cysharp.Threading.Tasks.Internal; using System; using System.Collections.Generic; using System.Threading; namespace Cysharp.Threading.Tasks.Linq { public static partial class UniTaskAsyncEnumerable { public static IUniTaskAsyncEnumerable<TSource> SkipLast<TSource>(this IUniTaskAsyncEnumerable<TS...
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using Cysharp.Threading.Tasks.Internal; using System; using System.Threading; namespace Cysharp.Threading.Tasks.Linq { public static partial class UniTaskAsyncEnumerable { public static IUniTaskAsyncEnumerable<TSource> TakeUntil<TSource>(this IUniTaskAsyncEnumerable<TSource> source, UniTask other) ...
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using Cysharp.Threading.Tasks.Internal; using System; using System.Collections; using System.Collections.Generic; using System.Linq; using System.Threading; namespace Cysharp.Threading.Tasks.Linq { public static partial class UniTaskAsyncEnumerable { public static UniTask<ILookup<TKey, TSource>> ToLoo...
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#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member using System; using System.Collections; namespace Cysharp.Threading.Tasks { // UnityEngine Bridges. public partial struct UniTask { public static IEnumerator ToCoroutine(Func<UniTask> taskFactory) {...
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#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member using System; using System.Runtime.CompilerServices; using System.Runtime.ExceptionServices; using System.Threading; using Cysharp.Threading.Tasks.Internal; namespace Cysharp.Threading.Tasks { public partial struct UniTask ...
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#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member using System; using System.Threading; namespace Cysharp.Threading.Tasks { // UniTask has no scheduler like TaskScheduler. // Only handle unobserved exception. public static class UniTaskScheduler { publ...
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#pragma warning disable CS1591 // Missing XML comment for publicly visible type or member #if !UNITY_2019_1_OR_NEWER || UNITASK_UGUI_SUPPORT using System; using System.Threading; using UnityEngine; using UnityEngine.Events; using UnityEngine.UI; namespace Cysharp.Threading.Tasks { public static partial class Unit...
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/* TILE WORLD CREATOR * Copyright (c) 2015 doorfortyfour OG * * Create awesome tile worlds in seconds. * * * Documentation: http://tileworldcreator.doofortyfour.com * Like us on Facebook: http://www.facebook.com/doorfortyfour2013 * Web: http://www.doorfortyfour.com * Contact: mail@doorfortyfour.com Contact u...
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using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public partial class UIDataTemplate { #property public void InitTrans() { #findtrans } }
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/* * 金庸群侠传3D重制版 * https://github.com/jynew/jynew * * 这是本开源项目文件头,所有代码均使用MIT协议。 * 但游戏内资源和第三方插件、dll等请仔细阅读LICENSE相关授权协议文档。 * * 金庸老先生千古! */ using UnityEngine; using System.Collections; using System.Collections.Generic; using UnityEngine.EventSystems; using UnityEngine.UI; using System; public enum BattleBlockStatu...
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/* * 金庸群侠传3D重制版 * https://github.com/jynew/jynew * * 这是本开源项目文件头,所有代码均使用MIT协议。 * 但游戏内资源和第三方插件、dll等请仔细阅读LICENSE相关授权协议文档。 * * 金庸老先生千古! */ using System; using System.Collections; using System.Collections.Generic; using System.Linq; using Cinemachine; using Cysharp.Threading.Tasks; using DG.Tweening; using i18n.Tra...
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/* * 金庸群侠传3D重制版 * https://github.com/jynew/jynew * * 这是本开源项目文件头,所有代码均使用MIT协议。 * 但游戏内资源和第三方插件、dll等请仔细阅读LICENSE相关授权协议文档。 * * 金庸老先生千古! */ using Jyx2; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; //输入管理 主要是输入的一些共有方法 public class InputManager { p...
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using Sirenix.OdinInspector; using UnityEngine; namespace Jyx2.InputCore.UI { [AddComponentMenu("")] [DisallowMultipleComponent] public class Jyx2Input_UIContext: Jyx2InputContextBase { [SerializeField] private GameObject m_FirstSelect; [SerializeField] private GameObj...
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using UnityEngine; namespace Jyx2.InputCore { //MonoSingleton 有销毁生命周期的问题,这里还是用个proxy来初始化Instance internal class Jyx2InputBehaviour:MonoBehaviour { private void Awake() { InputContextManager.Instance.Init(); } private void OnDestroy() { Input...
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using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; using UnityEngine.AI; namespace Jyx2 { [DisallowMultipleComponent] public class Jyx2_PlayerAutoWalk:MonoBehaviour { private NavMeshAgent m_NavmeshAgent; p...
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using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public partial class GameInfoPanel:Jyx2_UIBase { public override UILayer Layer => UILayer.Top; public override bool AlwaysDisplay => true; protected override void OnCreate() { InitTrans(); } protected overrid...
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/* * 金庸群侠传3D重制版 * https://github.com/jynew/jynew * * 这是本开源项目文件头,所有代码均使用MIT协议。 * 但游戏内资源和第三方插件、dll等请仔细阅读LICENSE相关授权协议文档。 * * 金庸老先生千古! */ using DG.Tweening; using UnityEngine; using UnityEngine.UI; public class HPBar : MonoBehaviour { [HideInInspector] public Image fillImage; Image secondFillImage; ...
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using i18n.TranslatorDef; using Rewired; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using TMPro; using UnityEngine; namespace Jyx2.InputCore { public class ControllerButtonNotice:MonoBehaviour { [SerializeField] private J...
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/* * 金庸群侠传3D重制版 * https://github.com/jynew/jynew * * 这是本开源项目文件头,所有代码均使用MIT协议。 * 但游戏内资源和第三方插件、dll等请仔细阅读LICENSE相关授权协议文档。 * * 金庸老先生千古! */ using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; using Random = UnityEngine.Random; namespace Jyx2 { ...
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using System; namespace Jyx2.Util { public class Singleton<T> where T : class, new() { private static bool _HasInstanced = false; private static T _instance; public static T Instance { get { if (!_HasInstanced) { ...
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