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#[cfg(target_os = "windows")] | |
use windows::Win32::Graphics::Dwm::{ | |
DwmSetWindowAttribute, | |
DWM_WINDOW_CORNER_PREFERENCE, | |
DWMWA_WINDOW_CORNER_PREFERENCE, | |
DWMWCP_ROUND, DWMWCP_ROUNDSMALL, DWMWCP_DEFAULT, DWMWCP_DONOTROUND, | |
}; | |
use windows::Win32::Foundation::HWND; | |
use core::mem; |
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/** | |
* Generate a Float64 array of linearly spaced values. | |
* @param start Number representing the starting point of this linear space. | |
* @param stop Number Representing the endpoint of this linear space. | |
* @param step Step size through the linear space. Always positive, sign determined by range. | |
* @returns An array of evenly spaced elements specified by start,stop,step. | |
* @example | |
* ``` | |
* const s = linspace(0,1,0.1) | |
* > [0,0.1,0.2,0.3,0.4,0.5,0.6,0.7,0.8,0.9,1] |
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"use strict"; | |
/** | |
* Contains interfaces for the Observer design pattern. | |
*/ | |
/** | |
* Base Observer class that uses unique id system to make lookups more efficient. | |
* | |
* @example |
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/// <summary> | |
/// Gives a suite of options for variances in light color and intensity over time. | |
/// Credit to Harry1960 and the posters in http://forum.unity3d.com/threads/flickering-light.4988/ for the bulk of the code. | |
/// I added in intermitent animation options to help achieve a more realistic light flicker. | |
/// </summary> | |
using UnityEngine; | |
using System.Collections; | |
public enum enColorchannels |
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/// <summary> | |
/// UNet LLAPI Hello World | |
/// This will establish a connection to a server socket from a client socket, then send serialized data and deserialize it. | |
/// </summary> | |
using UnityEngine; | |
using System.Collections; | |
using UnityEngine.Networking; | |
using System.Runtime.Serialization.Formatters.Binary; | |
using System.IO; |