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using System; | |
using Cysharp.Threading.Tasks; | |
using Warudo.Core.Attributes; | |
using Warudo.Core.Data; | |
using Warudo.Core.Graphs; | |
using Warudo.Core.Utils; | |
using Warudo.Plugins.Core.Assets; | |
using Warudo.Plugins.Core.Utils; | |
namespace Warudo.Plugins.Core.Nodes { |
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using System.Collections.Generic; | |
/// <summary>A Kalman filter implementation for <c>float</c> values.</summary> | |
public class KalmanFilterFloat { | |
//----------------------------------------------------------------------------------------- | |
// Constants: | |
//----------------------------------------------------------------------------------------- | |
public const float DEFAULT_Q = 0.000001f; |
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/** | |
FinalIKを使ったLeapMotion Orion用HandController | |
(VRIKバージョン) | |
Author: MiyuMiyu (https://twitter.com/miyumiyuna5) | |
Source: https://qiita.com/miyumiyu/items/72b965df46a79f3ec523 | |
Modified by: Emiliana (https://twitter.com/Emiliana_vt) | |
Modifications: Updated for current SDK version, supports hand position reset on tracking loss, hand mirroring and interpolation. | |
*/ | |
/* |
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<linker> | |
<assembly fullname="System"> | |
<type fullname="System.ComponentModel.TypeConverter" preserve="all"/> | |
<type fullname="System.ComponentModel.ArrayConverter" preserve="all"/> | |
<type fullname="System.ComponentModel.BaseNumberConverter" preserve="all"/> | |
<type fullname="System.ComponentModel.BooleanConverter" preserve="all"/> | |
<type fullname="System.ComponentModel.ByteConverter" preserve="all"/> | |
<type fullname="System.ComponentModel.CharConverter" preserve="all"/> | |
<type fullname="System.ComponentModel.CollectionConverter" preserve="all"/> | |
<type fullname="System.ComponentModel.ComponentConverter" preserve="all"/> |
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using System.Diagnostics.CodeAnalysis; | |
using UnityEngine; | |
// Dont forget to add "using RDG;" to the top of your script! | |
namespace RDG | |
{ | |
/// <summary> | |
/// Class for controlling Vibration. Automatically initializes before scene is loaded. | |
/// </summary> | |
public static class Vibration |
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using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Linq; | |
using Newtonsoft.Json; | |
using Newtonsoft.Json.Linq; | |
namespace TigerHix | |
{ | |
class CytusChartConverter |
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using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Text; | |
using Newtonsoft.Json; | |
using UnityEngine; | |
public IEnumerator GetLevels() | |
{ |
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using System; | |
using System.Collections.Generic; | |
using System.Xml; | |
using UnityEditor; | |
using UnityEngine; | |
public class TextureAtlasSlicer : EditorWindow { | |
[MenuItem("CONTEXT/TextureImporter/Slice Sprite Using XML")] | |
public static void SliceUsingXML(MenuCommand command) | |
{ |
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// Question 1 | |
public class Digits { | |
private ArrayList<Integer> digitList; | |
// Alternative method: parse num as String, use charAt and Integer.parseInt to extract the digits | |
public Digits(int num) { | |
digitList = new ArrayList<Integer>(); | |
if (num == 0) digitList.add(0); | |
while (num > 0) { |
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