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// for uGUI(from 4.6)
#if !(UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5)
using System; // require keep for Windows Universal App
using UnityEngine;
using UnityEngine.EventSystems;
namespace UniRx.Triggers
{
[DisallowMultipleComponent]
public class ObservablePointerDownTrigger :... | jynew/jyx2/Assets/Plugins/UniRx/Scripts/UnityEngineBridge/Triggers/ObservablePointerDownTrigger.cs/0 | {
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// for uGUI(from 4.6)
#if !(UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5)
using System; // require keep for Windows Universal App
using UnityEngine;
using UnityEngine.EventSystems;
namespace UniRx.Triggers
{
[DisallowMultipleComponent]
public class ObservableSubmitTrigger : Obse... | jynew/jyx2/Assets/Plugins/UniRx/Scripts/UnityEngineBridge/Triggers/ObservableSubmitTrigger.cs/0 | {
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using System; // require keep for Windows Universal App
using UnityEngine;
namespace UniRx.Triggers
{
[DisallowMultipleComponent]
public class ObservableUpdateTrigger : ObservableTriggerBase
{
Subject<Unit> update;
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#pragma warning disable CS1591 // Missing XML comment for publicly visible type or
using System;
namespace Cysharp.Threading.Tasks
{
public readonly struct AsyncUnit : IEquatable<AsyncUnit>
{
public static readonly AsyncUnit Default = new AsyncUnit();
public override int GetHashCode()
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// asmdef Version Defines, enabled when com.demigiant.dotween is imported.
#define UNITASK_DOTWEEN_SUPPORT
#if UNITASK_DOTWEEN_SUPPORT
using Cysharp.Threading.Tasks.Internal;
using DG.Tweening;
using System;
using System.Collections.Concurrent;
using System.Runtime.CompilerServices;
using System.Threading;
namespace... | jynew/jyx2/Assets/Plugins/UniTask/Runtime/External/DOTween/DOTweenAsyncExtensions.cs/0 | {
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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.Internal
{
// Same interface as System.Buffers.ArrayPool<T> but only provides Shared.
internal sealed class ArrayPool<T>
{
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using System;
using System.Runtime.CompilerServices;
namespace Cysharp.Threading.Tasks.Internal
{
internal sealed class PooledDelegate<T> : ITaskPoolNode<PooledDelegate<T>>
{
static TaskPool<PooledDelegate<T>> pool;
PooledDelegate<T> nextNode;
public ref PooledDelegate<T> NextNode => ... | jynew/jyx2/Assets/Plugins/UniTask/Runtime/Internal/PooledDelegate.cs/0 | {
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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> Where<TSource>(this IUniTaskAsyncEnumerable<TSource> source, Func<TSource, Boolean>... | jynew/jyx2/Assets/Plugins/UniTask/Runtime/Linq/Where.cs/0 | {
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using System;
using System.Threading;
namespace Cysharp.Threading.Tasks
{
public interface ITriggerHandler<T>
{
void OnNext(T value);
void OnError(Exception ex);
void OnCompleted();
void OnCanceled(CancellationToken cancellationToken);
// set/get from TriggerEvent<T>
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using UnityEngine;
using UnityEditor;
using System.IO;
using System.Collections;
namespace TileWorld
{
public class ReturnInstallPath : MonoBehaviour
{
//return install path
public static string GetInstallPath(string _currentFolder, ScriptableObject _object)
{
string _scri... | jynew/jyx2/Assets/Resources/TileWorldCreator/_Core/Editor/ReturnInstallPath.cs/0 | {
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"repo_id": "jynew",
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} | 1,554 |
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using TileWorld;
[CustomEditor(typeof(TileWorldObjectScatterConfiguration), true)]
public class TileWorldObjectScatterConfigEditor : UnityEditor.Editor {
TileWorldObjectScatterConfiguration config;
... | jynew/jyx2/Assets/Resources/TileWorldCreator/_Core/Editor/TileWorldObjectScatterConfigEditor.cs/0 | {
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} | 1,555 |
/* TileWorldCreator
* ----------------------
* Inner mask behaviour
* ----------------------
*
* returns only the inner cells of a map
*
*/
using UnityEngine;
using System.Collections;
using TileWorld;
/* To create a mask behaviour we have to inherit from TileWorldCreator
* and use the IMaskBehaviour inter... | jynew/jyx2/Assets/Resources/TileWorldCreator/_Core/MaskBehaviours/InnerMask.cs/0 | {
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/* TILE WORLD CREATOR OBJECT SCATTER
* Copyright (c) 2015 doorfortyfour OG / developed by Marc Egli
*
* Create awesome tile worlds in seconds.
* Use this script only in combination with
* TileWorldCreator
*
*
* Documentation: http://tileworldcreator.doofortyfour.com
* Like us on Facebook: http://www.faceboo... | jynew/jyx2/Assets/Resources/TileWorldCreator/_Core/Scripts/TileWorldObjectScatter.cs/0 | {
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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;
using System.Collections.Generic;
using Animancer;
using UnityEngine;
using Jyx2;
public class Jyx2SkillEditorEnemy : Jyx2AnimationBattleRole
{
/... | jynew/jyx2/Assets/Scripts/GameBattle/SkillEditor/Jyx2SkillEditorEnemy.cs/0 | {
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"repo_id": "jynew",
"token_count": 388
} | 1,566 |
using System;
using System.Collections;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using i18n;
using i18n.TranslatorDef;
using Jyx2;
using Jyx2.ResourceManagement;
using Sirenix.OdinInspector;
using UnityEngine;
[CreateAssetMenu(fileName = "GlobalAssetConfig", menuName = "金庸重制版/全局资源配置文件")]
public... | jynew/jyx2/Assets/Scripts/GameCore/GlobalAssetConfig.cs/0 | {
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"repo_id": "jynew",
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} | 1,567 |
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.EventSystems;
namespace Jyx2.InputCore
{
[AddComponentMenu("")]
[DisallowMultipleComponent]
public class Jyx2InputContextBase:MonoBehaviour,IJyx2_InputCo... | jynew/jyx2/Assets/Scripts/GameCore/InputLogics/Core/Context/Jyx2InputContextBase.cs/0 | {
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using AClockworkBerry;
using Cysharp.Threading.Tasks;
using Jyx2.Middleware;
using Jyx2.MOD;
using Jyx2.MOD.ModV2;
using Jyx2.ResourceManagement;
using MOD.UI;
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
n... | jynew/jyx2/Assets/Scripts/GameCore/RuntimeEnvSetup.cs/0 | {
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} | 1,572 |
using Cinemachine;
using UnityEngine;
/// <summary>
/// 游戏视角管理器
/// </summary>
public class GameViewPortManager : MonoBehaviour
{
public enum ViewportType
{
TopdownClose = 0, //顶视角(近)
Topdown = 1, //顶视角(远)
Follow = 2, //跟随视角
}
public static GameViewPortManager Instance
... | jynew/jyx2/Assets/Scripts/GameMaps/CameraControls/GameViewPortManager.cs/0 | {
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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 Cysharp.Threading.Tasks;
using Jyx2;
using UnityEngine;
namespace Jyx2
{
public class LevelLoader
{
//加载地图
public static void Load... | jynew/jyx2/Assets/Scripts/GameMaps/LevelLoader.cs/0 | {
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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.Generic;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using Cysharp.Threading.Tasks;
using ... | jynew/jyx2/Assets/Scripts/LuaCore/LuaExecutor.cs/0 | {
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using System;
using System.Collections.Generic;
using System.IO;
using Cysharp.Threading.Tasks;
using Jyx2;
using Jyx2.MOD.ModV2;
using UIWidgets;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
namespace MOD.UI
{
public class ModPanelNew : Jyx2_UIBase
... | jynew/jyx2/Assets/Scripts/MOD/ModV2/UI/ModPanelNew.cs/0 | {
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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 Jyx2.Middleware;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Jyx2.Battle;
using UnityEngine;
using Unity... | jynew/jyx2/Assets/Scripts/UI/BattleActionUIPanel.cs/0 | {
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"repo_id": "jynew",
"token_count": 5254
} | 1,580 |
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CompassModel
{
private bool _isVisible;
public bool isVisible
{
get { return _isVisible; }
set
{
var temp = _isVisible;
_isVisible = value;
... | jynew/jyx2/Assets/Scripts/UI/CompassModel.cs/0 | {
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using Jyx2.Middleware;
using UnityEngine;
using UnityEngine.UI;
namespace Jyx2
{
public class MainMenuTopBarUI : MonoBehaviour
{
[SerializeField] private Button githubBtn;
[SerializeField] private Button contributorsBtn;
[SerializeField] private Button issuesBtn;
[SerializeFiel... | jynew/jyx2/Assets/Scripts/UI/MainMenuTopBarUI.cs/0 | {
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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 Jyx2.Middleware;
using System;
using System.Collections;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.... | jynew/jyx2/Assets/Scripts/UI/SelectRolePanel.cs/0 | {
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"repo_id": "jynew",
"token_count": 4231
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"repo_id": "jynew",
"token_count": 96
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public partial class BattleActionUIPanel
{
private RectTransform MainActions_RectTransform;
private VerticalLayoutGroup RightActions_VerticalLayoutGroup;
private Button Move_Button;
private Button UsePoison_Button;... | jynew/jyx2/Assets/Scripts/UI/UIData/BattleActionUIPanel_UIData.cs/0 | {
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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 Jyx2.Middleware;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using Cysharp.Threading.Tasks;
using i18n.Transl... | jynew/jyx2/Assets/Scripts/UI/XiakeUIPanel.cs/0 | {
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AutoDestroyGameObject : MonoBehaviour
{
public float m_DestroyInSeconds = 1f;
// Start is called before the first frame update
void Start()
{
StartCoroutine(AutoDestroy());
}
IEnumerator Au... | jynew/jyx2/Assets/Scripts/Utils/Helpers/AutoDestroyGameObject.cs/0 | {
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