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package com.tonal.trainer.anvilcompilers | |
import com.google.auto.service.AutoService | |
import com.squareup.anvil.annotations.ContributesTo | |
import com.squareup.anvil.compiler.api.AnvilContext | |
import com.squareup.anvil.compiler.api.CodeGenerator | |
import com.squareup.anvil.compiler.api.GeneratedFile | |
import com.squareup.anvil.compiler.api.createGeneratedFile | |
import com.squareup.anvil.compiler.internal.asClassName | |
import com.squareup.anvil.compiler.internal.buildFile |
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/* | |
This is free and unencumbered software released into the public domain. | |
Anyone is free to copy, modify, publish, use, compile, sell, or | |
distribute this software, either in source code form or as a compiled | |
binary, for any purpose, commercial or non-commercial, and by any | |
means. | |
In jurisdictions that recognize copyright laws, the author or authors | |
of this software dedicate any and all copyright interest in the |
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Split-Path -parent $dte.Solution.FileName | cd | |
New-Item -ItemType Directory -Force -Path ".\licenses" | |
@( Get-Project -All | ? { $_.ProjectName } | % { Get-Package -ProjectName $_.ProjectName } ) | Sort -Unique Id | % { $pkg = $_ ; Try { (New-Object System.Net.WebClient).DownloadFile($pkg.LicenseUrl, (Join-Path (pwd) 'licenses\') + $pkg.Id + ".html") } Catch [system.exception] { Write-Host "Could not download license for $($pkg.Id)" } } |
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using System; | |
using System.Collections.Generic; | |
using System.Text.RegularExpressions; | |
using UnityEngine; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
[InitializeOnLoad] | |
#endif |
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<?xml version="1.0" encoding="utf-8"?> | |
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | |
<UsingTask TaskName="GetFirstItem" TaskFactory="CodeTaskFactory" AssemblyFile="$(MSBuildToolsPath)\Microsoft.Build.Tasks.v12.0.dll"> | |
<ParameterGroup> | |
<Items ParameterType="Microsoft.Build.Framework.ITaskItem[]" Required="true" /> | |
<FirstItem ParameterType="System.String" Output="true" Required="false" /> | |
</ParameterGroup> | |
<Task> | |
<Using Namespace="System.Linq"/> | |
<Code Type="Fragment" Language="cs">FirstItem = Items.First().ItemSpec;</Code> |
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public delegate TResult RefFunc<TState, TResult>(ref TState current); | |
public delegate void RefAction<TState>(ref TState current); | |
public delegate void RefAction<TState, TEvent>(ref TState state, TEvent action); | |
namespace Framework | |
{ | |
public static class RefPublishStrategies | |
{ |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
[InitializeOnLoad()] | |
class MeshCombinerHelperTag | |
{ |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
[InitializeOnLoad()] | |
class PrefabStatusHelper | |
{ |
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using System; | |
namespace Entitas { | |
/** Used in the *AnyChangeObservable methods to observe multiple change types */ | |
[Flags] | |
public enum ChangeType : short{ | |
Addition = 1 << 0, | |
Replacement = 1 << 1, | |
Removal = 1 << 2, |
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// Based on http://www.gamasutra.com/blogs/ChrisSimpson/20140717/221339/Behavior_trees_for_AI_How_they_work.php | |
public enum NodeStatus | |
{ | |
Success, Failure, Running | |
} | |
public interface IBehaviorNode | |
{ | |
NodeStatus Execute(Entity entity); |
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