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using System; | |
using System.Linq; | |
using System.Text; | |
using System.Threading.Tasks; | |
using System.Collections.Generic; | |
using System.Runtime.CompilerServices; | |
namespace Arkaen.LowLevel { |
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#define DEV_BUILD | |
#region Using Directives | |
using System; | |
using System.Drawing; | |
using System.Reflection; | |
using System.Diagnostics; | |
using System.Runtime.CompilerServices; | |
using System.Runtime.InteropServices; | |
using System.Diagnostics.CodeAnalysis; | |
#endregion |
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static void Main(string[] args) { | |
// OneNote 2013 Schema namespace. | |
string strNamespace = "http://schemas.microsoft.com/office/onenote/2013/onenote"; | |
string outputXML; | |
Application onApplication = new Application(); | |
onApplication.GetHierarchy(null, HierarchyScope.hsSections, out outputXML); | |
// Load a new XmlDocument. | |
XmlDocument xmlDoc = new XmlDocument(); |
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using System.Runtime.CompilerServices; | |
using System.Runtime.InteropServices; | |
// Here we simulate a managed object using native memory resources which has the same | |
// behavior as a Unity Object with "null-ness" and checks. It demonstrates why if(obj) | |
// is usually how you should be doing your checks ... | |
internal class Program | |
{ | |
private static void Main( string[] args ) |
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<Project Sdk="Microsoft.NET.Sdk"> | |
<!--Version 0.1.2 of Directory.Build.props--> | |
<!-- Additional Solution Properties and Info --> | |
<PropertyGroup Label="ExtraInfo"> | |
<OwnerName>Yourfirst McLastname, Jr.</OwnerName> | |
<Developers>$(OwnerName);</Developers> | |
<DevGitHubPage>https://github.com/atcarter714</DevGitHubPage> | |
<CompanyWebsite>https://github.com/atcarter714</CompanyWebsite> |
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/* | |
* NOTE: This file is for internal use only. | |
* Do not use these #defines in your own program! | |
*/ | |
/* MODIFIED FILE: -------------------------------------------------------------------------------------- | |
* Since Unity 2022.2b versions fail when trying to build your project for Windows, UWP, etc, this file | |
* must be modified with a special preprocessor directive so that IL2CPP doesn't use the incorrect headers | |
* and freak out on you. I defined it just above the place where it defines the SPARSEHASH_HASH and the | |
* SPARSEHASH_HASH_NO_NAMESPACE symbols. I have only tested this on Windows in Visual Studio, but there are |
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#if UNITY_EDITOR | |
using System; | |
using UnityEditor.Build; | |
using UnityEditor.Build.Reporting; | |
public class MsvcStdextWorkaround : IPreprocessBuildWithReport | |
{ | |
const string kWorkaroundFlag = "/D_SILENCE_STDEXT_HASH_DEPRECATION_WARNINGS"; | |
public int callbackOrder => 0; | |
public void OnPreprocessBuild(BuildReport report) | |
{ |
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#region Using Directives | |
using System; | |
using UnityEngine; | |
using UnityEngine.Events; | |
#endregion | |
/// <summary> |
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#region Using Directives | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
using Newtonsoft.Json; | |
using UnityEngine; | |
#endregion |
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/// <summary> | |
/// Determines if a Vector2 point is within a triangle | |
/// </summary> | |
/// <param name="point">Point to check</param> | |
/// <param name="p0">Triangle vertex position</param> | |
/// <param name="p1">Triangle vertex position</param> | |
/// <param name="p2">Triangle vertex position</param> | |
/// <returns>True if point is inside triangle, otherwise false</returns> | |
/// <remarks> |