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using UnityEngine;
using System.Collections;
public class CFX2_AutoRotate : MonoBehaviour
{
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void Update ()
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// WarFX Shader
// (c) 2012 Jean Moreno
Shader "WFX/Scroll/Multiply Soft Tint"
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## What & Why
XLua's currently built-in extension libraries:
* LuaJIT support for 64-bit integers;
* Positioning tool for function call times and memory leaks;
* LuaSocket library for supporting ZeroBraneStudio;
* tdr 4 lua;
With the increasing extensiveness and intensiveness of project use, the current extension li... | jynew/jyx2/Assets/XLua/Doc/Add_Remove_Lua_Lib.md/0 | {
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{
"name": "AntiAddiction.Editor",
"references": [
"TapTap.Common.Editor"
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"optionalUnityReferences": [],
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//
// CommonConfigModel.h
// AntiAddictionService
//
// Created by jessy on 2021/9/22.
// Copyright © 2021 JiangJiahao. All rights reserved.
//
#import <Foundation/Foundation.h>
NS_ASSUME_NONNULL_BEGIN
@interface CommonConfigModel : NSObject
+ (instancetype)sharedInstance;
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using System;
using System.IO;
using System.Globalization;
using System.Threading.Tasks;
using System.Collections.Generic;
using UnityEngine;
using LC.Newtonsoft.Json;
using TapTap.AntiAddiction.Model;
using TapTap.Common;
namespace TapTap.AntiAddiction.Internal
{
internal static class Config
{
stat... | jynew/jyx2/TapSdkFiles/TapTap/AntiAddiction/Script/Internal/Config.cs/0 | {
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using System;
using System.Net;
using System.Net.Http;
using System.Net.WebSockets;
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 ChinaAntiAddictionW... | jynew/jyx2/TapSdkFiles/TapTap/AntiAddiction/Script/Internal/Worker/ChinaAntiAddictionWorker.cs/0 | {
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using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine;
#if UNITY_IOS || UNITY_STANDALONE_OSX
using UnityEditor.iOS.Xcode;
#endif
namespace TapTap.Common.Editor
{
#if UNITY_IOS || UNITY_STANDALONE_OSX
public static class TapCommonCompile
{
public sta... | jynew/jyx2/TapSdkFiles/TapTap/Common/Editor/TapCommonCompile.cs/0 | {
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//
// TTSDKConfig.h
// TapTapSDK
//
// Created by wzb on 2020/5/13.
// Copyright © 2020 易玩. All rights reserved.
//
#import <Foundation/Foundation.h>
NS_ASSUME_NONNULL_BEGIN
#define TapLoginSDKErrorDomain @"TapLoginSDKErrorDomain"
typedef NS_ENUM (NSInteger, RegionType) {
RegionTypeCN,
RegionTypeIO
};
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{% metadata_file .yamato/test_versions.metafile %}
---
{% for editor in test_editors %}
test_compressed_obs_{{ editor.version }}_{{ editor.extra_test }}:
name: Test Compressed Sensor Observation {{ editor.version }} {{ editor.extra_test }}
agent:
type: Unity::VM
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Profiling;
namespace Unity.MLAgentsExamples
{
public class Match3Drawer : MonoBehaviour
{
public int DebugMoveIndex = -1;
static Color[] s_Colors = new[]
{
Color.red,
Color.green,
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//Put this script on your blue cube.
using System.Collections;
using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.Actuators;
using Random = UnityEngine.Random;
public class PushBlockWithInputAgentBasic : Agent
{
/// <summary>
/// The ground. The bounds are used to spawn the elements.
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using UnityEngine;
namespace Unity.MLAgentsExamples
{
public class CameraFollow : MonoBehaviour
{
[Tooltip("The target to follow")] public Transform target;
[Tooltip("The time it takes to move to the new position")]
public float smoothingTime; //The time it takes to move to the new pos... | ml-agents/Project/Assets/ML-Agents/Examples/SharedAssets/Scripts/CameraFollow.cs/0 | {
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using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Unity.MLAgents
{
/// <summary>
/// Monitor is used to display information about the Agent within the Unity
/// scene. Use the log function to add information to your monitor.
/// </summary>
public class Monitor : Mono... | ml-agents/Project/Assets/ML-Agents/Examples/SharedAssets/Scripts/Monitor.cs/0 | {
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#if MLA_INPUT_SYSTEM
using Unity.MLAgents.Actuators;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.LowLevel;
namespace Unity.MLAgents.Extensions.Input
{
/// <summary>
/// Translates data from any control that extends from <see cref="InputControl{Vector2}"/>.
/// </summary>... | ml-agents/com.unity.ml-agents.extensions/Runtime/Input/Adaptors/Vector2InputActionAdaptor.cs/0 | {
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