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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; | |
| } |
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| using UnityEngine; | |
| using System.Collections; | |
| public class FaceCamera : MonoBehaviour { | |
| public bool LockX = false; | |
| public bool LockY = false; | |
| void Start () { |
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| using System.ComponentModel.Design; | |
| using System; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEngine.Events; | |
| using System.Linq; | |
| namespace Events | |
| { |
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| export type Action = ReturnType< | |
| | typeof loginRequested | |
| | typeof logoutRequested | |
| > | |
| type Dispatch = React.Dispatch<Action> | |
| export const loginRequested = (userId: string) => (<const>{ | |
| type: 'loginRequested', | |
| payload: { |
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| open System | |
| let read _ = Console.ReadLine() | |
| let isValid = function null -> false | _ -> true | |
| let readList t = | |
| Seq.initInfinite read | |
| |> Seq.takeWhile isValid | |
| |> Seq.toList | |
| |> List.map t |
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