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java.lang.System.arraycopy(Native Method) | |
org.yecht.IoStrRead$Default.read(IoStrRead.java:38) | |
org.yecht.Parser.read(Parser.java:247) | |
org.yecht.TokenScanner.real_yylex(TokenScanner.java:222) | |
org.yecht.TokenScanner.advance(TokenScanner.java:51) | |
org.yecht.DefaultYAMLParser.yyparse(DefaultYAMLParser.java:312) | |
org.yecht.Parser.yechtparse(Parser.java:290) | |
org.yecht.Parser.parse(Parser.java:284) |
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"Entities":[ | |
{ | |
"key": "ent1", | |
"entities": ["ent2", "ent3"], | |
"Components": [ | |
{ | |
"key": "disp1", | |
"name": "Rage Punch", | |
"icon_asset": "rage.png", | |
"type": "display" |
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using System.Net; | |
using System.Net.Sockets; | |
using System; | |
using System.Text; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Net.Http; | |
public class Client | |
{ |
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T 2013/10/22 23:43:32.686548 127.0.0.1:38695 -> 127.0.0.1:80 [AP] | |
GET /doc/index.html HTTP/1.1. | |
Connection: keep-alive. | |
Host: 127.0.0.1. | |
. | |
T 2013/10/22 23:43:32.686611 127.0.0.1:80 -> 127.0.0.1:38695 [AP] | |
HTTP/1.1 200 OK. | |
Server: nginx/1.4.1 (Ubuntu). |
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/* | |
Based on EditorObjExporter.cs and TerrainObjExporter. Exports the current terrain plus selected objects to a single wavefront .obj file. | |
The approach is to not invert the x axis, as negatives mess with pathfinding libraries like recastnavigation. Instead we swap x and z on everything, | |
which works perfectly for pathfinding. With recast we just have to swap x and z on the vectors that we give it and get back from it. | |
This should be put in your "Editor"-folder. Use by selecting the objects you want to export, and select | |
"Custom->Export Scene" which will export to for_navmesh.obj in the root of your unity project. | |
*/ |
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using System; | |
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
namespace PvpGame | |
{ | |
public class GridValue | |
{ | |
public enum EntityType |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
namespace PvpGame | |
{ | |
public sealed class Objectpool2<T> | |
where T : new() | |
{ |
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{ | |
'id' => 'ship', | |
'item1' => 'wood', | |
'item1_quantity' => 2, | |
'item2' => 'iron_ore', | |
'item2_quantity' => 2 | |
}, | |
{ | |
'id' => 'pier', | |
'item1' => 'wood', |
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using UnityEngine; | |
using io.gamemachine.messages; | |
namespace GameMachine { | |
namespace ItemManagement { | |
[CreateAssetMenu(menuName =@"ItemCatalog")] | |
public class ItemCatalog : ScriptableProtobuf<PlayerItems> { | |
} | |
} |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
namespace GameMachine { | |
namespace Animation { | |
public class AnimationController2 : MonoBehaviour { | |
public enum Layer { | |
Base, |
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