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using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace LogViewer.Model { public class DataSeries { public string Name { get; set; } public List<DataValue> Values { get; set; } } public class DataValue { ...
AirSim/LogViewer/LogViewer/Model/ChartModels.cs/0
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using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Text; using System.Threading.Tasks; namespace LogViewer.Utilities { /// <summary> /// This class provides a delayed action that has a name. If the same named action is /// started multiple times befo...
AirSim/LogViewer/LogViewer/Utilities/DelayedAction.cs/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; using System.Threading.Tasks; namespace MavLinkComGenerator { class Program { string xmlInput = null; ...
AirSim/MavLinkCom/MavLinkComGenerator/Program.cs/0
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<?xml version="1.0" encoding="utf-8"?> <Project DefaultTargets="Build" ToolsVersion="16.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Import Project="$([MSBuild]::GetDirectoryNameOfFileAbove($(MSBuildThisFileDirectory), AirSim.props))\AirSim.props" /> <ItemGroup Label="ProjectConfigurations"> ...
AirSim/MavLinkCom/MavLinkTest/MavLinkTest.vcxproj/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef mavlink_utils_Utils_hpp #define mavlink_utils_Utils_hpp #include "StrictMode.hpp" #include <chrono> #include <thread> #include <memory> #include <string> #include <cstdarg> #include <cstring> #include <array> #incl...
AirSim/MavLinkCom/common_utils/Utils.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef MavLinkCom_MavLinkCom_hpp #define MavLinkCom_MavLinkCom_hpp #include "MavLinkNode.hpp" #include "AsyncResult.hpp" #include "VehicleState.hpp" #include <memory> #include <string> #include <vector> namespace mavlink...
AirSim/MavLinkCom/include/MavLinkVehicle.hpp/0
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cd /d "D:\git\theseus\catkin_ws\src\AirSim\MavLinkCom" &msbuild "MavLinkCom.vcxproj" /t:sdvViewer /p:configuration="Debug" /p:platform=x64 exit %errorlevel%
AirSim/MavLinkCom/runsdvui.cmd/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef MavLinkCom_MavLinkConnectionImpl_hpp #define MavLinkCom_MavLinkConnectionImpl_hpp #include <memory> #include <vector> #include <queue> #include <thread> #include <mutex> #include <unordered_set> #include "MavLinkCo...
AirSim/MavLinkCom/src/impl/MavLinkConnectionImpl.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef PORT_H #define PORT_H #include <stdint.h> class Port { public: // write to the port, return number of bytes written or -1 if error. virtual int write(const uint8_t* ptr, int count) = 0; // read a given...
AirSim/MavLinkCom/src/serial_com/Port.h/0
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# Python API for AirSim This package contains Python APIs for [AirSim](https://github.com/microsoft/airsim). ## How to Use See examples at [car/hello_car.py](https://github.com/Microsoft/AirSim/blob/main/PythonClient/car/hello_car.py) or [multirotor/hello_drone.py](https://github.com/microsoft/AirSim/blob/main/Python...
AirSim/PythonClient/README.md/0
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import setup_path import airsim import time # connect to the AirSim simulator client = airsim.CarClient() client.confirmConnection() client.enableApiControl(True) car_controls = airsim.CarControls() for i in range(1, 6): print("Starting command") car_controls.throttle = 0.5 car_controls.steering = 1 ...
AirSim/PythonClient/car/pause_continue_car.py/0
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import numpy import random # requires Python 3.5.3 :: Anaconda 4.4.0 # pip install opencv-python import cv2 import pprint def generate_color_palette(numPixelsWide, outputFile): random.seed(42) palette = numpy.zeros((1, 256 * numPixelsWide, 3)) possibilities = [list(range(256)), list(range(256)), list(ra...
AirSim/PythonClient/computer_vision/seg_palette.py/0
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import setup_path import airsim client = airsim.VehicleClient() client.confirmConnection() client.simEnableWeather(True) airsim.wait_key('Press any key to enable rain at 25%') client.simSetWeatherParameter(airsim.WeatherParameter.Rain, 0.25); airsim.wait_key('Press any key to enable rain at 75%') client.simSetWea...
AirSim/PythonClient/environment/weather.py/0
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# Python client example to get Lidar data from a drone # 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 = a...
AirSim/PythonClient/multirotor/drone_lidar.py/0
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import setup_path import airsim import time # connect to the AirSim simulator client = airsim.MultirotorClient() client.confirmConnection() client.enableApiControl(True) client.armDisarm(True) print("Taking off") client.moveByVelocityZAsync(0, 0, -20, 8).join() time.sleep(3) for i in range(1, 6): print("St...
AirSim/PythonClient/multirotor/pause_continue_drone.py/0
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from gym.envs.registration import register register( id="airsim-drone-sample-v0", entry_point="airgym.envs:AirSimDroneEnv", ) register( id="airsim-car-sample-v0", entry_point="airgym.envs:AirSimCarEnv", )
AirSim/PythonClient/reinforcement_learning/airgym/__init__.py/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. // by Sudipta Sinha // adapted for AirSim by Matthias Mueller #include <stdint.h> #include <vector> #include "sgmstereo.h" #include "dsimage.h" #include "emmintrin.h" SGMStereo::SGMStereo(int _w, int _h, int minDisparity,...
AirSim/SGM/src/sgmstereo/sgmstereo.cpp/0
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#pragma once #include "common/Common.hpp" #include "AirSimStructs.hpp" /* Note on coordinate system ------------------------- We have following coordinate systems: (1) UU or Unreal Units or Unreal Coordinate system (2) Global NED: This is NED transformation of UU with origin set to 0,0,0 (3) Local NED: This is NED tr...
AirSim/Unity/AirLibWrapper/AirsimWrapper/Source/NedTransform.h/0
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#include "UnitySensorFactory.h" #include "UnityDistanceSensor.h" UnitySensorFactory::UnitySensorFactory(std::string vehicle_name, const NedTransform* ned_transform) { setActor(vehicle_name, ned_transform); } void UnitySensorFactory::setActor(std::string vehicle_name, const NedTransform* ned_transform) { vehic...
AirSim/Unity/AirLibWrapper/AirsimWrapper/Source/UnitySensors/UnitySensorFactory.cpp/0
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#pragma once #include "common/Common.hpp" #include "common/common_utils/Signal.hpp" class MultirotorPawnEvents { public: typedef msr::airlib::real_T real_T; struct RotorActuatorInfo { real_T rotor_speed = 0; int rotor_direction = 0; real_T rotor_thrust = 0; real_T rotor_co...
AirSim/Unity/AirLibWrapper/AirsimWrapper/Source/Vehicles/Multirotor/MultirotorPawnEvents.h/0
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AirSim/Unity/UnityDemo/Assets/AirSimAssets/Prefabs/RecorderCamera.prefab.meta/0
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using UnityEngine; using System.Collections; using System.Collections.Generic; namespace AirSimUnity { /* * Component attached to the camera for data capturing. * This component is being referred by the vehicles to collect and record data from the cameras present in * object with "captureCameras" t...
AirSim/Unity/UnityDemo/Assets/AirSimAssets/Scripts/Utilities/DataCaptureScript.cs/0
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using AirSimUnity.DroneStructs; namespace AirSimUnity { /* * Contract to be implemented by Unity's vehicle. */ public interface IVehicleInterface { bool SetPose(AirSimPose pose, bool ignoreCollision); AirSimPose GetPose(); CollisionInfo GetCollisionInfo(); AirSim...
AirSim/Unity/UnityDemo/Assets/AirSimAssets/Scripts/Vehicles/IVehicleInterface.cs/0
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fileFormatVersion: 2 guid: db39a376f31802d4e9d4039d3d40f5c0 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant:
AirSim/Unity/UnityDemo/Assets/AirSimAssets/Shaders.meta/0
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fileFormatVersion: 2 guid: cce1188248fe1c14e91df7d371a539fc PrefabImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant:
AirSim/Unity/UnityDemo/Assets/AirSimAssets/Weather/WeatherFX/Prefabs/WeatherFX.prefab.meta/0
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48
fileFormatVersion: 2 guid: 1b485044c70d62d4f93326dea4c2c4dc folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant:
AirSim/Unity/UnityDemo/Assets/Standard Assets.meta/0
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{ "dependencies": { "com.unity.2d.sprite": "1.0.0", "com.unity.2d.tilemap": "1.0.0", "com.unity.collab-proxy": "1.2.16", "com.unity.ext.nunit": "1.0.0", "com.unity.ide.rider": "1.1.4", "com.unity.ide.vscode": "1.2.0", "com.unity.multiplayer-hlapi": "1.0.4", "com.unity.test-framework": ...
AirSim/Unity/UnityDemo/Packages/manifest.json/0
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@echo off REM //---------- set up variable ---------- setlocal set ROOT_DIR=%~dp0 set OutPath=%1 set ToolPath=%2 set UEVer=%3 if "%UEVer%"=="" set "UEVer=4.24" set "_ToolPath=%PROGRAMFILES%\Epic Games\UE_%UEVer%\Engine\Build\BatchFiles" if "%ToolPath%"=="" set ToolPath=%_ToolPath% if "%ToolPath%"=="""" set ToolPath=...
AirSim/Unreal/Environments/Blocks/package.bat/0
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#include "CameraDirector.h" #include "GameFramework/PlayerController.h" #include "AirBlueprintLib.h" ACameraDirector::ACameraDirector() { PrimaryActorTick.bCanEverTick = true; // Create a spring arm component for our chase camera SpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm")); ...
AirSim/Unreal/Plugins/AirSim/Source/CameraDirector.cpp/0
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#include "RecordingFile.h" #include "HAL/PlatformFilemanager.h" #include "Misc/FileHelper.h" #include <sstream> #include "ImageUtils.h" #include "common/ClockFactory.hpp" #include "common/common_utils/FileSystem.hpp" void RecordingFile::appendRecord(const std::vector<msr::airlib::ImageCaptureBase::ImageResponse>& resp...
AirSim/Unreal/Plugins/AirSim/Source/Recording/RecordingFile.cpp/0
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#pragma once #include "CoreMinimal.h" #include "Components/SkyLightComponent.h" #include "Engine/DirectionalLight.h" #include "GameFramework/Actor.h" #include "ParticleDefinitions.h" #include <string> #include "CameraDirector.h" #include "common/AirSimSettings.hpp" #include "common/ClockFactory.hpp" #include "api/Api...
AirSim/Unreal/Plugins/AirSim/Source/SimMode/SimModeBase.h/0
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#pragma once #include "vehicles/car/api/CarApiBase.hpp" #include "WheeledVehicleMovementComponent4W.h" #include "physics/Kinematics.hpp" #include "CarPawn.h" class CarPawnApi { public: typedef msr::airlib::ImageCaptureBase ImageCaptureBase; CarPawnApi(ACarPawn* pawn, const msr::airlib::Kinematics::State* paw...
AirSim/Unreal/Plugins/AirSim/Source/Vehicles/Car/CarPawnApi.h/0
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#pragma once #include "CoreMinimal.h" #include "GameFramework/Pawn.h" #include "PawnEvents.h" #include "common/Common.hpp" #include "common/common_utils/Signal.hpp" class MultirotorPawnEvents : public PawnEvents { public: //types typedef msr::airlib::real_T real_T; struct RotorActuatorInfo { real...
AirSim/Unreal/Plugins/AirSim/Source/Vehicles/Multirotor/MultirotorPawnEvents.h/0
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#!/bin/bash DOCKER_IMAGE_NAME=$1 # get the base directory name of the unreal binary's shell script # we'll mount this volume while running docker container UNREAL_BINARY_PATH=$(dirname $(readlink -f $2)) UNREAL_BINARY_SHELL_ABSPATH=$(readlink -f $2) # This is to determine Docker version for the command version_less_t...
AirSim/docker/run_airsim_image_binary.sh/0
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# Build AirSim on Linux The current recommended and tested environment is **Ubuntu 18.04 LTS**. Theoretically, you can build on other distros as well, but we haven't tested it. We've two options - you can either build inside docker containers or your host machine. ## Docker Please see instructions [here](docker_ubu...
AirSim/docs/build_linux.md/0
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# FAQ --- ## General * [Unreal editor is slow when it is not the active window](#unreal-editor-is-slow-when-it-is-not-the-active-window) * [My mouse disappears in Unreal](#my-mouse-disappears-in-unreal) * [Where is the setting file and how do I modify it?](#where-is-the-setting-file-and-how-do-i-modify-it) * [How do...
AirSim/docs/faq.md/0
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% SVMULT DOCUMENT CLASS -- version 5.4 (25-Jun-07) % Springer Verlag global LaTeX2e support for multi authored books %% %% %% \CharacterTable %% {Upper-case \A\B\C\D\E\F\G\H\I\J\K\L\M\N\O\P\Q\R\S\T\U\V\W\X\Y\Z %% Lower-case \a\b\c\d\e\f\g\h\i\j\k\l\m\n\o\p\q\r\s\t\u\v\w\x\y\z %% Digits \0\1\2\3\4\5\6\...
AirSim/docs/paper/svmult.cls/0
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60
# PX4 Software-in-Loop with WSL 2 The [Windows subsystem for Linux version 2](https://docs.microsoft.com/en-us/windows/wsl/install-win10) uses a Virtual Machine which has a separate IP address from your Windows host machine. This means PX4 cannot find AirSim using "localhost" which is the default behavior for PX4. Yo...
AirSim/docs/px4_sitl_wsl2.md/0
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# Download Binaries You can simply download precompiled binaries and run to get started immediately. If you want to set up your own Unreal environment then please see [these instructions](https://github.com/Microsoft/AirSim/#how-to-get-it). ### Unreal Engine **Windows, Linux**: Download the binaries for the environm...
AirSim/docs/use_precompiled.md/0
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#include <tf2_geometry_msgs/tf2_geometry_msgs.h> namespace utils { double get_yaw_from_quat_msg(const geometry_msgs::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; } // Odometry...
AirSim/ros/src/airsim_ros_pkgs/include/utils.h/0
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bool waitOnLastTask --- bool success
AirSim/ros/src/airsim_ros_pkgs/srv/Takeoff.srv/0
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std_msgs/Header header float32 altitude float32 pressure float32 qnh
AirSim/ros2/src/airsim_interfaces/msg/Altimeter.msg/0
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using System; using System.Runtime.InteropServices; using System.Text; using Microsoft.Win32.SafeHandles; namespace AssetStudio.PInvoke { // Generally the technique from Steamworks.NET public class Utf8StringHandle : SafeHandleZeroOrMinusOneIsInvalid { static Utf8StringHandle() { ...
AssetStudio/AssetStudio.PInvoke/Utf8StringHandle.cs/0
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// ICoder.h using System; namespace SevenZip { /// <summary> /// The exception that is thrown when an error in input stream occurs during decoding. /// </summary> class DataErrorException : ApplicationException { public DataErrorException(): base("Data Error") { } } /// <summary> /// The exception that is ...
AssetStudio/AssetStudio/7zip/ICoder.cs/0
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67
/* 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>Transformations on dictionary words.</summary> internal sealed class Transform { private readonly byte[] prefix; ...
AssetStudio/AssetStudio/Brotli/Transform.cs/0
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68
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace AssetStudio { public sealed class BuildSettings : Object { public string m_Version; public BuildSettings(ObjectReader reader) : base(reader) { var levels = reader.ReadStringArra...
AssetStudio/AssetStudio/Classes/BuildSettings.cs/0
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69
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace AssetStudio { public sealed class RectTransform : Transform { public RectTransform(ObjectReader reader) : base(reader) { } } }
AssetStudio/AssetStudio/Classes/RectTransform.cs/0
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using System; using System.Collections.Generic; using System.IO; using System.Text; namespace AssetStudio { public static class BinaryReaderExtensions { public static void AlignStream(this BinaryReader reader) { reader.AlignStream(4); } public static void AlignStre...
AssetStudio/AssetStudio/Extensions/BinaryReaderExtensions.cs/0
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using System; using System.Runtime.InteropServices; namespace AssetStudio { [StructLayout(LayoutKind.Sequential, Pack = 4)] public struct Vector2 : IEquatable<Vector2> { public float X; public float Y; public Vector2(float x, float y) { X = x; Y = y...
AssetStudio/AssetStudio/Math/Vector2.cs/0
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using System.Collections.Generic; using System.IO; using System.Text; namespace AssetStudio { public class WebFile { public StreamFile[] fileList; private class WebData { public int dataOffset; public int dataLength; public string path; } ...
AssetStudio/AssetStudio/WebFile.cs/0
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#pragma once #if defined(_MSC_VER) #if _MSC_VER < 1910 // MSVC 2017- #error MSVC 2017 or later is required. #endif #endif #if defined(WIN32) || defined(_WIN32) || defined(__CYGWIN__) || defined(__MINGW__) #ifdef _AS_DLL #ifdef __GNUC__ #define _AS_EXPORT __attribute__ ((dllexport)) #else #define _AS_EXPORT __declspec...
AssetStudio/AssetStudioFBXNative/dllexport.h/0
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using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows.Forms; namespace AssetStudioGUI { internal class GOHierarchy : TreeView { protected override void WndProc(ref Message m) { // Filter WM_LBUTTONDBLCLK if (m.Msg != ...
AssetStudio/AssetStudioGUI/Components/GOHierarchy.cs/0
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//------------------------------------------------------------------------------ // <auto-generated> // 此代码由工具生成。 // 运行时版本:4.0.30319.42000 // // 对此文件的更改可能会导致不正确的行为,并且如果 // 重新生成代码,这些更改将会丢失。 // </auto-generated> //------------------------------------------------------------------------------ namespace A...
AssetStudio/AssetStudioGUI/Properties/Settings.Designer.cs/0
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namespace Smolv { public enum SpvOp { Nop = 0, Undef = 1, SourceContinued = 2, Source = 3, SourceExtension = 4, Name = 5, MemberName = 6, String = 7, Line = 8, Extension = 10, ExtInstImport = 11, ExtInst = 12, /// <summary> /// Not in SPIR-V, added for SMOL-V! /// </summary> VectorShuf...
AssetStudio/AssetStudioUtility/Smolv/SpvOp.cs/0
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// Microsoft Visual C++ generated resource script. // #include "resource.h" #define APSTUDIO_READONLY_SYMBOLS ///////////////////////////////////////////////////////////////////////////// // // Generated from the TEXTINCLUDE 2 resource. // #include "winres.h" //////////////////////////////////////////////////////////...
AssetStudio/Texture2DDecoderNative/Texture2DDecoderNative.rc/0
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#pragma once #if defined(_MSC_VER) #if _MSC_VER < 1910 // MSVC 2017- #error MSVC 2017 or later is required. #endif #endif #if defined(WIN32) || defined(_WIN32) || defined(__CYGWIN__) || defined(__MINGW__) #ifdef _T2D_DLL #ifdef __GNUC__ #define _T2D_EXPORT __attribute__ ((dllexport)) #else #define _T2D_EXPORT __decls...
AssetStudio/Texture2DDecoderNative/dllexport.h/0
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namespace Texture2DDecoder { internal static class T2DDll { internal const string DllName = "Texture2DDecoderNative"; } }
AssetStudio/Texture2DDecoderWrapper/T2DDll.cs/0
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# 运行步骤 1. IDE安装 **使用[Rider2023.3](https://www.jetbrains.com/zh-cn/rider/)**(更新到最新版),需要安装以下内容: - 安装.Net8 - 不支持VS,新人用VS搞出各种问题请不要来问我,我也没用过VS,后期搞熟了可以自己改用VS 2. 该分支必须使用Unity**2022.3.15**(初学者请在此版本用熟后再切换其他版本) 3. 整个过程请开启全局翻墙,否则各种unity包 nuget包下载不下来,报memerypack等错误 4. 启动UnityHub,打开(Open) -> 选中'ET/Unity'文件夹...
ET/Book/1.1运行指南.md/0
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# 组件式设计 在代码复用和组织数据方面,面向对象可能是大家第一反应。面向对象三大特性继承,封装,多态,在一定程度上能解决不少代码复用,数据复用的问题。不过面向对象不是万能的,它也有极大的缺陷: ## 1. 数据结构耦合性极强 一旦父类中增加或删除某个字段,可能要影响到所有子类,影响到所有子类相关的逻辑。这显得非常不灵活,在一套复杂的继承体系中,往父类中改变字段会变得越来越麻烦,比方说ABC是D的子类,某天发现需要增加一个AB都有的数据,但是C没有,那么这个数据肯定不好放到父类中,只能将AB抽象出来一个父类E,E继承于D,AB共有的字段加到E中,一旦继承结构发生了变化,可能接口也要改变,比方说之前有个接口传入参数类型是E,当...
ET/Book/4.1组件式设计.md/0
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 Microsoft Visual Studio Solution File, Format Version 12.00 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "DotNet.App", "App\DotNet.App.csproj", "{4948005C-3806-4C92-BA41-D27319A2B4B4}" EndProject Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "DotNet.Core", "Core\DotNet.Core.csproj", "{E49D926E-53B5-4F16-...
ET/DotNet/DotNet.sln/0
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dotnet publish -r linux-x64 --no-self-contained --no-dependencies -c Release $path = ".\Publish\linux-x64" Remove-Item $path\Bin\ -Recurse -ErrorAction Ignore Copy-Item .\Bin\linux-x64\publish -Destination $path\Bin -Recurse -Force Remove-Item $path\Config -Recurse -ErrorAction Ignore Copy-Item .\Config -Destination $p...
ET/Publish-linux-x64.ps1/0
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using System.Collections.Immutable; using System.Linq; using System.Text; using Microsoft.CodeAnalysis; using Microsoft.CodeAnalysis.CSharp.Syntax; using Microsoft.CodeAnalysis.Diagnostics; namespace ET.Analyzer; [DiagnosticAnalyzer(LanguageNames.CSharp)] public class EntitySystemAnalyzer: DiagnosticAnalyzer { pu...
ET/Share/Analyzer/Analyzer/EntitySystemAnalyzer.cs/0
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//===================================================================== // // KCP - A Better ARQ Protocol Implementation // skywind3000 (at) gmail.com, 2010-2011 // // Features: // + Average RTT reduce 30% - 40% vs traditional ARQ like tcp. // + Maximum RTT reduce three times vs tcp. // + Lightweight, distributed as ...
ET/Share/Libs/Kcp/ikcp.c/0
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namespace ET.Generator; public static class DiagnosticCategories { public const string Generator = "ETGeneratorAnalyzers"; }
ET/Share/Share.SourceGenerator/Config/DiagnosticCategories.cs/0
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# NKGMobaBasedOnET <div align=center><img width="128" height="128" src="https://images.gitee.com/uploads/images/2021/0422/123950_25e45fe3_2253805.png"/></div> ## 介绍 基于ET框架致敬LOL的Moba游戏,包含完整的客户端与服务端交互,热更新,基于状态帧同步的战斗系统(包含完整的预测回滚功能),基于双端行为树的技能系统(提供通用的可视化节点编辑器),更多精彩等你发现! 如果你对这个开源项目有好的想法或者想和大家一起交流,可以提Issues 对于想系统学习本项目而无从...
ET/Store/NKGMoba.md/0
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v 32.471557617 31.175949097 3.788104773 v 31.950048447 31.175949097 2.338263273 v 31.688222885 31.175949097 0.819886208 v 34.222843170 31.175949097 6.309397697 v 33.236907959 31.175949097 5.125359535 v 45.539302826 31.175949097 7.342514992 v 39.693061829 31.175949097 8.885383606 v 36.730842590 31.175949097 8.079663277 ...
ET/Tools/RecastNavExportor/Meshes/dungeon.obj/0
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ET/Unity/Assets/Bundles/Scenes.meta/0
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ET/Unity/Assets/Bundles/Scenes/Map2.unity.meta/0
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ET/Unity/Assets/Bundles/UI/Demo/UILobby.prefab.meta/0
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ET/Unity/Assets/Config/Excel/AIConfig.xlsx.meta/0
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ET/Unity/Assets/Config/Proto/LockStepOuter_C_11001.proto.meta/0
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ET/Unity/Assets/Res/Unit/Skeleton/Ani.meta/0
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ET/Unity/Assets/Res/Unit/Skeleton/Texture.meta/0
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ET/Unity/Assets/Scripts/Core.meta/0
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using System; namespace ET { /// <summary> /// 数据修改友好标记, 用于允许修改指定Component或Child数据的类上 /// 例如:MoveComponentSystem需要修改MoveComponent的数据, 需要在MoveComponentSystem加上[FriendOf(typeof(MoveComponent))] /// </summary> [AttributeUsage(AttributeTargets.Class, AllowMultiple = true, Inherited = false)] publi...
ET/Unity/Assets/Scripts/Core/Analyzer/FriendOfAttribute.cs/0
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ET/Unity/Assets/Scripts/Core/Entity/EntityRef.cs.meta/0
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using System; namespace ET { public static class MessageHelper { public static IResponse CreateResponse(Type requestType, int rpcId, int error) { Type responseType = OpcodeType.Instance.GetResponseType(requestType); IResponse response = (IResponse)ObjectPool.Instance.Fet...
ET/Unity/Assets/Scripts/Core/Fiber/Module/Actor/MessageHelper.cs/0
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ET/Unity/Assets/Scripts/Core/Helper.meta/0
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ET/Unity/Assets/Scripts/Core/Helper/ObjectHelper.cs.meta/0
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namespace ET { public abstract class IStaticMethod { public abstract void Run(); public abstract void Run(object a); public abstract void Run(object a, object b); public abstract void Run(object a, object b, object c); } }
ET/Unity/Assets/Scripts/Core/Method/IStaticMethod.cs/0
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ET/Unity/Assets/Scripts/Core/Network/Circularbuffer.cs.meta/0
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ET/Unity/Assets/Scripts/Core/Network/MessageAttribute.cs.meta/0
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ET/Unity/Assets/Scripts/Core/Network/RpcException.cs.meta/0
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using MongoDB.Bson; namespace ET { [EnableClass] public abstract class Object { public override string ToString() { // 这里不能用MongoHelper.ToJson,因为单步调试会调用ToString来显示数据 // 如果MongoHelper.ToJson会调用BeginInit,就出大事了 // return MongoHelper.ToJson(this); ...
ET/Unity/Assets/Scripts/Core/Object/Object.cs/0
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using System; namespace ET { public interface IMHandler { ETTask Handle(Entity entity, Address fromAddress, MessageObject actorMessage); Type GetRequestType(); Type GetResponseType(); } }
ET/Unity/Assets/Scripts/Core/World/Module/Actor/IMHandler.cs/0
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using System; namespace ET { [AttributeUsage(AttributeTargets.Class)] public class ConfigAttribute: BaseAttribute { } }
ET/Unity/Assets/Scripts/Core/World/Module/Config/ConfigAttribute.cs/0
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using System; using System.Collections.Concurrent; using System.Collections.Generic; using System.Threading; namespace ET { internal class ThreadPoolScheduler: IScheduler { private readonly List<Thread> threads; private readonly ConcurrentQueue<int> idQueue = new(); private r...
ET/Unity/Assets/Scripts/Core/World/Module/Fiber/ThreadPoolScheduler.cs/0
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ET/Unity/Assets/Scripts/Core/World/Module/ObjectPool.meta/0
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ET/Unity/Assets/Scripts/Editor/ComponentViewEditor/TypeDrawer.meta/0
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ET/Unity/Assets/Scripts/Editor/ComponentViewEditor/TypeDrawer/IntTypeDrawer.cs.meta/0
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using System; using System.Diagnostics; using System.IO; using System.Reflection; using System.Text.RegularExpressions; using UnityEditor; using UnityEditor.Callbacks; using UnityEditorInternal; namespace ET { /// <summary> /// 日志重定向相关的实用函数。 /// </summary> internal static class LogRedirection { ...
ET/Unity/Assets/Scripts/Editor/LogRedirection/LogRedirection.cs/0
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ET/Unity/Assets/Scripts/Editor/ReferenceCollectorEditor/ReferenceCollectorEditor.cs.meta/0
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ET/Unity/Assets/Scripts/Hotfix/Client/Demo/AI/AI_XunLuo.cs.meta/0
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namespace ET.Client { [MessageHandler(SceneType.All)] public class NetClient2Main_SessionDisposeHandler: MessageHandler<Scene, NetClient2Main_SessionDispose> { protected override async ETTask Run(Scene entity, NetClient2Main_SessionDispose message) { Log.Error($"session dispose,...
ET/Unity/Assets/Scripts/Hotfix/Client/Demo/Main/NetClient2Main_SessionDisposeHandler.cs/0
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117
using Unity.Mathematics; namespace ET.Client { public static partial class UnitFactory { public static Unit Create(Scene currentScene, UnitInfo unitInfo) { UnitComponent unitComponent = currentScene.GetComponent<UnitComponent>(); Unit unit = unitComponent.AddChildWithId<Unit,...
ET/Unity/Assets/Scripts/Hotfix/Client/Demo/Main/Unit/UnitFactory.cs/0
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using System; namespace ET.Client { [EntitySystemOf(typeof(PingComponent))] public static partial class PingComponentSystem { [EntitySystem] private static void Awake(this PingComponent self) { self.PingAsync().Coroutine(); } [EntitySystem] ...
ET/Unity/Assets/Scripts/Hotfix/Client/Demo/NetClient/Ping/PingComponentSystem.cs/0
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namespace ET.Client { [MessageHandler(SceneType.LockStep)] public class G2C_ReconnectHandler: MessageHandler<Scene, G2C_Reconnect> { protected override async ETTask Run(Scene root, G2C_Reconnect message) { await LSSceneChangeHelper.SceneChangeToReconnect(root, message); ...
ET/Unity/Assets/Scripts/Hotfix/Client/LockStep/G2C_ReconnectHandler.cs/0
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namespace ET.Client { [MessageHandler(SceneType.LockStep)] public class Room2C_EnterMapHandler: MessageHandler<Scene, Room2C_Start> { protected override async ETTask Run(Scene root, Room2C_Start message) { root.GetComponent<ObjectWait>().Notify(new WaitType.Wait_Room2C_Start() {M...
ET/Unity/Assets/Scripts/Hotfix/Client/LockStep/Room2C_EnterMapHandler.cs/0
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using System.Net; namespace ET.Server { [EntitySystemOf(typeof(BenchmarkServerComponent))] public static partial class BenchmarkServerComponentSystem { [EntitySystem] private static void Awake(this BenchmarkServerComponent self) { } } }
ET/Unity/Assets/Scripts/Hotfix/Server/Benchmark/BenchmarkServerComponentSystem.cs/0
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ET/Unity/Assets/Scripts/Hotfix/Server/Demo/Gate.meta/0
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