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class MulticastDelegate <T> { | |
private let delegates: NSHashTable<AnyObject> = NSHashTable.weakObjects() | |
func add(delegate: T) { | |
delegates.add(delegate as AnyObject) | |
} | |
func remove(delegate: T) { | |
for oneDelegate in delegates.allObjects.reversed() { | |
if oneDelegate === delegate as AnyObject { |
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// | |
// CALayer+Pause.swift | |
// | |
// Created by Grzegorz Krukowski on 11/05/2017. | |
// Copyright © 2017. All rights reserved. | |
// | |
import Foundation | |
extension CALayer { |
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import Foundation | |
struct Country { | |
let name: String | |
let capital: String | |
var visited: Bool | |
} | |
extension Country: Equatable { | |
static func == (lhs: Country, rhs: Country) -> Bool { |
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/***************************************************************************** | |
* LinkedMeshSample code created by John Dy | |
* Full irrevocable rights and permissions granted to Esoteric Software | |
*****************************************************************************/ | |
using UnityEngine; | |
using System.Collections; | |
using Spine; | |
using Spine.Unity; | |
public class LinkedMeshSample : MonoBehaviour { |
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/****************************************************************************** | |
* Spine Runtimes Software License | |
* Version 2.3 | |
* | |
* Copyright (c) 2013-2015, Esoteric Software | |
* All rights reserved. | |
* | |
* You are granted a perpetual, non-exclusive, non-sublicensable and | |
* non-transferable license to use, install, execute and perform the Spine | |
* Runtimes Software (the "Software") and derivative works solely for personal |
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// Very slightly adapted from http://stackoverflow.com/a/30141700/106244 | |
// 99.99% Credit to Martin R! | |
// Mapping from XML/HTML character entity reference to character | |
// From http://en.wikipedia.org/wiki/List_of_XML_and_HTML_character_entity_references | |
private let characterEntities : [String: Character] = [ | |
// XML predefined entities: | |
""" : "\"", | |
"&" : "&", |
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using System.Collections.Generic; | |
using System.Linq; | |
using System.Reflection; | |
using UnityEditor; | |
using UnityEngine; | |
/// <summary> | |
/// A base class for creating editors that decorate Unity's built-in editor types. | |
/// </summary> | |
public abstract class DecoratorEditor : Editor |
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// Simplified Additive Particle shader. Differences from regular Additive Particle one: | |
// - no Tint color | |
// - no Smooth particle support | |
// - no AlphaTest | |
// - no ColorMask | |
Shader "Mobile/Particles/Additive" { | |
Properties { | |
_MainTex ("Particle Texture", 2D) = "white" {} | |
} |
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let toImage = UIImage(named:"image.png") | |
UIView.transitionWithView(self.imageView, | |
duration:5, | |
options: .TransitionCrossDissolve, | |
animations: { self.imageView.image = toImage }, | |
completion: nil) |