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<linker> | |
<assembly fullname="Assembly-CSharp"> | |
<type fullname="BehaviorDesigner.Runtime.Tasks.Selector" preserve="all"/> | |
<type fullname="BehaviorDesigner.Runtime.Tasks.Sequence" preserve="all"/> | |
<type fullname="BehaviorDesigner.Runtime.Tasks.Repeater" preserve="all"/> | |
<type fullname="BehaviorDesigner.Runtime.Tasks.Idle" preserve="all"/> | |
<type fullname="CompanyName.GameName.Behavior.IsGrounded" preserve="all"/> | |
<type fullname="CompanyName.GameName.Behavior.IsMovementInput" preserve="all"/> | |
<type fullname="CompanyName.GameName.Behavior.SetCharacterState" preserve="all"/> | |
<type fullname="CompanyName.GameName.Behavior.MoveCharacter" preserve="all"/> |
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using System.Diagnostics; | |
using System.Threading.Tasks; | |
using UnityEngine; | |
using UnityEngine.SceneManagement; | |
namespace BananaParty.FurryGame.Client | |
{ | |
/// <summary> | |
/// Entry point for wiring up the engine and executing main loop. | |
/// </summary> |
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using UnityEngine.EventSystems; | |
/// <summary> | |
/// Workaround for EventSystem bug https://trello.com/c/PjW4j3st | |
/// </summary> | |
public class WebEventSystem : EventSystem | |
{ | |
protected override void OnApplicationFocus(bool hasFocus) => base.OnApplicationFocus(true); | |
} |
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// Painstakingly copied by hand from https://w3c.github.io/uievents-code/ | |
/** | |
* To convert from keyboardEvent.code string to KeyboardKey enum use this: | |
* @example KeyboardKey[keyboardEvent.code as keyof typeof KeyboardKey]; | |
*/ | |
enum KeyboardKey { | |
// Writing system keys. | |
Backquote, | |
Backslash, |
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// Lights up your code like a Christmas tree, but eliminates bikeshedding. | |
// Don't forget to use `"strict": true` option in the root tsconfig.json | |
// You can also enable the `"pedantic": true` option in asconfig.json | |
// Dependencies: | |
// "eslint", | |
// "eslint-config-airbnb-base", | |
// "eslint-config-airbnb-typescript", | |
// "eslint-plugin-import", | |
// "@typescript-eslint/parser", | |
// "@typescript-eslint/eslint-plugin", |