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framework module AntiAddictionUI { umbrella header "AntiAddictionUI.h" export * module * { export * } } module AntiAddictionUI.Swift { header "AntiAddictionUI-Swift.h" requires objc }
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framework module TapCommonSDK { umbrella header "TapCommonSDK.h" export * module * { export * } }
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using System.IO; using TapTap.Common.Editor; using UnityEditor; using UnityEditor.Callbacks; #if UNITY_IOS || UNITY_STANDALONE_OSX using UnityEditor.iOS.Xcode; #endif using UnityEngine; namespace TapTap.Login.Editor { #if UNITY_IOS || UNITY_STANDALONE_OSX public static class TapLoginIOSProcessor { // 添...
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// // AccountGlobalError.h // TapTapLoginSource // // Created by Bottle K on 2020/12/15. // #import <Foundation/Foundation.h> NS_ASSUME_NONNULL_BEGIN FOUNDATION_EXPORT NSString *const LOGIN_ERROR_ACCESS_DENIED; FOUNDATION_EXPORT NSString *const LOGIN_ERROR_INVALID_GRANT; FOUNDATION_EXPORT NSString *const LOGIN_ERR...
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// // TapLoginSDK.h // TapLoginSDK // // Created by Bottle K on 2021/3/25. // #import <Foundation/Foundation.h> //! Project version number for TapLoginSDK. FOUNDATION_EXPORT double TapLoginSDKVersionNumber; //! Project version string for TapLoginSDK. FOUNDATION_EXPORT const unsigned char TapLoginSDKVersionString[...
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{% metadata_file .yamato/coverage_tests.metafile %} --- {% for package in coverage_test_packages %} {% for editor in coverage_test_editors %} {% for platform in coverage_test_platforms %} {% capture coverageOptions %} --enable-code-coverage --code-coverage-options 'generateHtmlReport;assemblyFilters:+{{ package.assembl...
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{% metadata_file .yamato/test_versions.metafile %} --- {% for editor in test_editors %} test_linux_training_int_{{ editor.version }}_{{ editor.extra_test }}: name: Test Linux Fast Training {{ editor.version }} {{ editor.extra_test }} agent: type: Unity::VM image: ml-agents/ml-agents-ubuntu-18.04:latest ...
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{ "displayName": "3D Ball", "description": "The 3D Ball sample is a simple environment that is a great for jumping into Ml-Agents to see how things work.", "scenes": [ "Scenes/3DBall.unity" ] }
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using UnityEngine; public class FoodLogic : MonoBehaviour { public bool respawn; public FoodCollectorArea myArea; public void OnEaten() { if (respawn) { transform.position = new Vector3(Random.Range(-myArea.range, myArea.range), 3f, Random.Ra...
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using System.Collections.Generic; using UnityEngine; using System.Linq; using Unity.MLAgents; using UnityEngine.Serialization; public class GridArea : MonoBehaviour { [HideInInspector] public List<GameObject> actorObjs; [HideInInspector] public int[] players; public GameObject trueAgent; Cam...
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using System.Collections.Generic; using UnityEngine; using UnityEngine.Serialization; using Unity.MLAgents; namespace Unity.MLAgentsExamples { /// <summary> /// Used to store relevant information for acting and learning for each body part in agent. /// </summary> [System.Serializable] public class ...
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using UnityEngine; using Random = UnityEngine.Random; using Unity.MLAgents; using UnityEngine.Events; namespace Unity.MLAgentsExamples { /// <summary> /// Utility class to allow target placement and collision detection with an agent /// Add this script to the target you want the agent to touch. /// Cal...
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using UnityEngine; using Unity.MLAgents; using Unity.MLAgents.Actuators; using Unity.MLAgentsExamples; using Unity.MLAgents.Sensors; [RequireComponent(typeof(JointDriveController))] // Required to set joint forces public class WormAgent : Agent { const float m_MaxWalkingSpeed = 10; //The max walking speed [He...
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#if MLA_INPUT_SYSTEM using Unity.MLAgents.Actuators; using UnityEngine.InputSystem; using UnityEngine.InputSystem.Controls; using UnityEngine.InputSystem.LowLevel; namespace Unity.MLAgents.Extensions.Input { /// <summary> /// Translates data from a <see cref="UnityEngine.InputSystem.Controls.DoubleControl"/>. ...
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#if MLA_INPUT_SYSTEM using System; using System.Collections.Generic; using Unity.Collections; using Unity.MLAgents.Actuators; using Unity.MLAgents.Policies; using UnityEngine; using UnityEngine.Assertions; using UnityEngine.InputSystem; using UnityEngine.InputSystem.Controls; using UnityEngine.InputSystem.LowLevel; usi...
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{ "createSeparatePackage": false }
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#if MLA_INPUT_TESTS using System; using System.Linq; using NUnit.Framework; using Unity.MLAgents.Actuators; using Unity.MLAgents.Extensions.Input; using Unity.MLAgents.Policies; using UnityEngine; using UnityEngine.InputSystem; namespace Unity.MLAgents.Extensions.Tests.Runtime.Input { class TestProvider : MonoBeha...
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using System.Collections.Generic; using System.Text; using UnityEditor; using Unity.MLAgents.Demonstrations; namespace Unity.MLAgents.Editor { /// <summary> /// Renders a custom UI for DemonstrationSummary ScriptableObject. /// </summary> [CustomEditor(typeof(DemonstrationSummary))] [CanEditMultipl...
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using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Profiling; namespace Unity.MLAgents.Actuators { /// <summary> /// A class that manages the delegation of events, action buffers, and action mask for a list of IActuators. /// </summary> intern...
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using System.IO.Abstractions; using System.Text.RegularExpressions; using UnityEngine; using System.IO; using Unity.MLAgents.Policies; using UnityEngine.Serialization; namespace Unity.MLAgents.Demonstrations { /// <summary> /// The Demonstration Recorder component facilitates the recording of demonstrations ...
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// <auto-generated> // Generated by the protocol buffer compiler. DO NOT EDIT! // source: mlagents_envs/communicator_objects/agent_info.proto // </auto-generated> #pragma warning disable 1591, 0612, 3021 #region Designer generated code using pb = global::Google.Protobuf; using pbc = global::Google.Protobuf.Co...
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// <auto-generated> // Generated by the protocol buffer compiler. DO NOT EDIT! // source: mlagents_envs/communicator_objects/header.proto // </auto-generated> #pragma warning disable 1591, 0612, 3021 #region Designer generated code using pb = global::Google.Protobuf; using pbc = global::Google.Protobuf.Collec...
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// <auto-generated> // Generated by the protocol buffer compiler. DO NOT EDIT! // source: mlagents_envs/communicator_objects/unity_rl_initialization_output.proto // </auto-generated> #pragma warning disable 1591, 0612, 3021 #region Designer generated code using pb = global::Google.Protobuf; using pbc = global...
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using Unity.MLAgents.Actuators; using Debug = UnityEngine.Debug; namespace Unity.MLAgents.Integrations.Match3 { /// <summary> /// Actuator for a Match3 game. It translates valid moves (defined by AbstractBoard.IsMoveValid()) /// in action masks, and applies the action to the board via AbstractBoard.MakeMo...
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using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.Profiling; namespace Unity.MLAgents.Sensors { /// <summary> /// The way the GridSensor process detected colliders in a cell. /// </summary> public enum ProcessCollidersMethod { /// <summary> /// Get...
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using System; using System.Collections.Generic; using Unity.Collections; using Unity.Jobs; using UnityEngine; namespace Unity.MLAgents.Sensors { /// <summary> /// Determines which dimensions the sensor will perform the casts in. /// </summary> public enum RayPerceptionCastType { /// <summar...
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using System.Collections.Generic; using System; namespace Unity.MLAgents.SideChannels { /// <summary> /// Side channel that is comprised of a collection of float variables. /// </summary> public class FloatPropertiesChannel : SideChannel { Dictionary<string, float> m_FloatProperties = new D...
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using System; using System.Linq; using System.Collections.Generic; namespace Unity.MLAgents { /// <summary> /// A basic class implementation of MultiAgentGroup. /// </summary> public class SimpleMultiAgentGroup : IMultiAgentGroup, IDisposable { readonly int m_Id = MultiAgentGroupIdCounter.G...
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using NUnit.Framework; using UnityEngine.TestTools; namespace Unity.MLAgents.Tests.Communicator { [TestFixture] public class RpcCommunicatorTests { [Test] public void TestCheckCommunicationVersionsAreCompatible() { var unityVerStr = "1.0.0"; var pythonVerStr ...
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#if MLA_UNITY_PHYSICS_MODULE using System.Collections.Generic; using System.Reflection; using NUnit.Framework; using UnityEngine; using Unity.MLAgents.Sensors; namespace Unity.MLAgents.Tests { internal class TestBoxOverlapChecker : BoxOverlapChecker { public TestBoxOverlapChecker( Vector3 c...
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using System; using System.Collections.Generic; using NUnit.Framework; using UnityEngine; using Unity.MLAgents.Sensors; using Unity.MLAgents.Sensors.Reflection; namespace Unity.MLAgents.Tests { [TestFixture] public class ObservableAttributeTests { public enum TestEnum { ValueA =...
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using System.Collections.Generic; using UnityEngine; using Unity.MLAgents.Sensors; namespace Unity.MLAgents.Tests { public static class TestGridSensorConfig { public static int ObservationSize; public static bool IsNormalized; public static bool ParseAllColliders; public static...
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