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module Sketch | |
type Step = | |
| VSI | |
| BusinessAddress | |
| Offer | |
| AccountHolder | |
| BusinessDetails | |
| Identity | |
| Concessions |
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import React, { ChangeEvent } from "react"; | |
import "./App.css"; | |
import { RecoilRoot, atom, useRecoilState } from "recoil"; | |
const useRecoilReducer = <S, A>( | |
reducer: (s: S, a: A) => S, | |
recoilState: any | |
) => { | |
const [state, setState] = useRecoilState(recoilState); | |
const dispatch = (a: A) => { |
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type User = { name: string, email: string } | |
type Admin = { name: string, role: string } | |
// Let's say hi to a user! | |
const greet1 = (u: User) => console.log(`Hi, ${u.name}`) | |
// What if we want to greet an Admin though... We can't re-use this | |
// What about taking a page out of C#'s book and use an interface? | |
interface INamed { name: string } |
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import React, { useReducer } from "react"; | |
import { messages, initialMessagesState } from "./slices/messages"; | |
const App: React.FC = () => { | |
const [messageList, dispatch] = useReducer( | |
messages.reducer, | |
initialMessagesState | |
); | |
return ( |
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const fs = require('fs') | |
const package = require('./package.json') | |
const projectSettingsPath = 'ProjectSettings/ProjectSettings.asset' | |
const re = /bundleVersion:\s(\d\.\d\.\d)$/gm | |
const fileStr = fs.readFileSync(projectSettingsPath, 'utf8') | |
const updated = fileStr.replace(re, `bundleVersion: ${package.version}`) | |
console.log(`bundleVersion: ${package.version}`) |
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type Lens<R, K extends keyof R, O> = { | |
get(action: R):O, | |
set(action: R, value:O): R | |
} | |
function lens<R, K extends keyof R, O>(field: K): Lens<R, K, O> { | |
return { | |
get(action: R): O { | |
return (action[field] as unknown) as O | |
}, |
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function lens<K extends string>(key: K) { | |
return <const>{ | |
get: function<R extends any>(record: R): K extends keyof R ? R[K] : unknown { | |
const k: string = key | |
return record[k] | |
}, | |
set: function<R extends any>(record: R, value: R[K]) { | |
return record.hasOwnProperty(key) ? | |
{ | |
...record, |
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interface INamed<T> { | |
name: T | |
} | |
export const Name = { | |
get<T>(named: INamed<T>) { | |
return named.name | |
}, | |
set<T>(named: INamed<T>, value: T) { | |
return { |
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void Update() | |
{ | |
RaycastHit hit; | |
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); | |
if (Physics.Raycast(ray, out hit, 100, FloorLayer)) { | |
Transform objectHit = hit.transform; | |
if (SnapToGrid) { | |
var newPos = new Vector3(Round(hit.point.x, GridSize), _yOffset, Round(hit.point.z, GridSize)); |
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using UnityEngine; | |
namespace GridBased { | |
[CreateAssetMenu] | |
public class RoomData : ScriptableObject { | |
public GameObject ModelPrefab; | |
public Vector2 Dimensions; | |
public Vector2 Origin; | |
public TextAsset Layout; | |
} |