Importing common methods
This commit is contained in:
@@ -0,0 +1,5 @@
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bin/
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obj/
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/packages/
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riderModule.iml
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/_ReSharper.Caches/
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||||
+91
@@ -0,0 +1,91 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<change afterPath="$PROJECT_DIR$/.idea/.idea.OmegaLeo.HelperLib/.idea/.gitignore" afterDir="false" />
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},
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"keyToStringList": {
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"rider.external.source.directories": [
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"C:\\Users\\OmegaLeo\\AppData\\Roaming\\JetBrains\\Rider2024.1\\resharper-host\\DecompilerCache",
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||||
"C:\\Users\\OmegaLeo\\AppData\\Roaming\\JetBrains\\Rider2024.1\\resharper-host\\SourcesCache",
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</project>
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+13
@@ -0,0 +1,13 @@
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# Default ignored files
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/shelf/
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||||
/workspace.xml
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||||
# Rider ignored files
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||||
/contentModel.xml
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||||
/modules.xml
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||||
/.idea.GameDevLibrary.iml
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||||
/projectSettingsUpdater.xml
|
||||
# Editor-based HTTP Client requests
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||||
/httpRequests/
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||||
# Datasource local storage ignored files
|
||||
/dataSources/
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||||
/dataSources.local.xml
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||||
+1
@@ -0,0 +1 @@
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OmegaLeo.HelperLib
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@@ -0,0 +1,4 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
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@@ -0,0 +1,6 @@
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</project>
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@@ -0,0 +1,16 @@
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||||
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||||
Microsoft Visual Studio Solution File, Format Version 12.00
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||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "OmegaLeo.HelperLib", "OmegaLeo.HelperLib\OmegaLeo.HelperLib.csproj", "{A7256931-5D66-46FA-BA50-22B2FA4CD9E9}"
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||||
EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{A7256931-5D66-46FA-BA50-22B2FA4CD9E9}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{A7256931-5D66-46FA-BA50-22B2FA4CD9E9}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{A7256931-5D66-46FA-BA50-22B2FA4CD9E9}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{A7256931-5D66-46FA-BA50-22B2FA4CD9E9}.Release|Any CPU.Build.0 = Release|Any CPU
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||||
EndGlobalSection
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||||
EndGlobal
|
||||
@@ -0,0 +1,19 @@
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||||
using UnityFlow.DocumentationHelper.Library.Attributes;
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||||
|
||||
namespace GameDevLibrary.Extensions
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||||
{
|
||||
[Documentation("Array Extensions", "Set of extension methods to help with Arrays.")]
|
||||
public static class ArrayExtensions
|
||||
{
|
||||
// Idea obtained from TaroDev's video on things to do in Unity - https://youtu.be/Ic5ux-tpkCE?t=302
|
||||
[Documentation("Next", @"Method to obtain the next object in the array by passing the current index.
|
||||
Note: Idea obtained from TaroDev's video on things to do in Unity - https://youtu.be/Ic5ux-tpkCE?t=302", new []
|
||||
{
|
||||
"CurrentIndex - The index we're currently on inside the array passed as reference so we can automatically assign to it the next index"
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||||
})]
|
||||
public static T Next<T>(this T[] array, ref int currentIndex)
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||||
{
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||||
return array[currentIndex++ % array.Length];
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||||
}
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||||
}
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||||
}
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||||
@@ -0,0 +1,17 @@
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||||
using System;
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||||
|
||||
namespace GameDevLibrary.Extensions
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||||
{
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||||
public static class FloatExtensions
|
||||
{
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||||
public static float Round(this float value, int digits = 2)
|
||||
{
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||||
return MathF.Round(value, digits);
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||||
}
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||||
|
||||
public static int RoundToInt(this float value)
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||||
{
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||||
return (int)value.Round(0);
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||||
}
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||||
}
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||||
}
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||||
@@ -0,0 +1,121 @@
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||||
using System;
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using System.Collections.Generic;
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||||
using System.Linq;
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||||
|
||||
namespace GameDevLibrary.Extensions
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||||
{
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||||
public static class IListExtensions
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||||
{
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||||
/// <summary>
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||||
/// Swaps the position of 2 elements inside of a List
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||||
/// </summary>
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||||
/// <param name="list"></param>
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||||
/// <param name="indexA"></param>
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||||
/// <param name="indexB"></param>
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||||
/// <typeparam name="T"></typeparam>
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||||
/// <returns>List with swapped elements</returns>
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||||
public static IList<T> Swap<T>(this IList<T> list, int indexA, int indexB)
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||||
{
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||||
(list[indexA], list[indexB]) = (list[indexB], list[indexA]);
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||||
return list;
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||||
}
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||||
|
||||
/// <summary>
|
||||
/// Swaps the position of 2 elements inside of a List
|
||||
/// </summary>
|
||||
/// <param name="list"></param>
|
||||
/// <param name="itemA"></param>
|
||||
/// <param name="itemB"></param>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
/// <returns>List with swapped elements</returns>
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||||
public static IList<T> Swap<T>(this IList<T> list, T itemA, T itemB)
|
||||
{
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||||
return list.Swap(list.IndexOf(itemA), list.IndexOf(itemB));
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||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Replace an element inside a list with a different element
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||||
/// </summary>
|
||||
/// <param name="list"></param>
|
||||
/// <param name="originalValue"></param>
|
||||
/// <param name="valueToReplace"></param>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
/// <returns></returns>
|
||||
public static IList<T> Replace<T>(this IList<T> list, T originalValue, T valueToReplace)
|
||||
{
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||||
var index = list.IndexOf(originalValue);
|
||||
|
||||
if (index != -1)
|
||||
{
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||||
list[index] = valueToReplace;
|
||||
}
|
||||
|
||||
return list;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method to obtain a random element from inside a list
|
||||
/// </summary>
|
||||
/// <param name="list"></param>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
/// <returns></returns>
|
||||
public static T Random<T>(this IList<T> list)
|
||||
{
|
||||
if (list.Count == 0) return default;
|
||||
|
||||
// Updated based on Robin King's tip about random items https://twitter.com/quoxel/status/1729137730607841755/photo/1
|
||||
int seed = (int)DateTime.Now.Ticks;
|
||||
|
||||
var r = new Random(seed);
|
||||
|
||||
var randomIndex = r.Next(0, list.Count);
|
||||
|
||||
var returnValue = list[randomIndex];
|
||||
|
||||
return returnValue ?? list[0];
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method to obtain <paramref name="count"/> elements from inside a list
|
||||
/// </summary>
|
||||
/// <param name="list"></param>
|
||||
/// <param name="count"></param>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
/// <returns></returns>
|
||||
/// <exception cref="ArgumentOutOfRangeException"></exception>
|
||||
public static List<T> Random<T>(this IList<T> list, int count = 1)
|
||||
{
|
||||
if (count <= 0) throw new ArgumentOutOfRangeException(nameof(count));
|
||||
|
||||
List<T> values = new List<T>();
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
values.Add(list.Where(x => !values.Contains(x)).ToList().Random());
|
||||
}
|
||||
|
||||
return values;
|
||||
}
|
||||
|
||||
public static IEnumerable<TSource> DistinctBy<TSource, TKey>
|
||||
(this IEnumerable<TSource> source, Func<TSource, TKey> keySelector)
|
||||
{
|
||||
HashSet<TKey> seenKeys = new HashSet<TKey>();
|
||||
foreach (TSource element in source)
|
||||
{
|
||||
if (seenKeys.Add(keySelector(element)))
|
||||
{
|
||||
yield return element;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Idea obtained from TaroDev's video on things to do in Unity - https://youtu.be/Ic5ux-tpkCE?t=302
|
||||
public static T Next<T>(this List<T> array, ref int currentIndex)
|
||||
{
|
||||
return array[currentIndex++ % array.Count];
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,38 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace GameDevLibrary.Extensions
|
||||
{
|
||||
public static class MathExtensions
|
||||
{
|
||||
/// <summary>
|
||||
/// Calculate the average value based on a list of values
|
||||
/// </summary>
|
||||
/// <param name="list"></param>
|
||||
/// <returns></returns>
|
||||
public static int AverageWithNullValidation(this IEnumerable<int> list)
|
||||
{
|
||||
return list.Any() ? (int)list.Average() : 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculate the average value based on a list of values
|
||||
/// </summary>
|
||||
/// <param name="list"></param>
|
||||
/// <returns></returns>
|
||||
public static double AverageWithNullValidation(this IEnumerable<double> list)
|
||||
{
|
||||
return list.Any() ? list.Average() : 0.0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculate the average value based on a list of values
|
||||
/// </summary>
|
||||
/// <param name="list"></param>
|
||||
/// <returns></returns>
|
||||
public static float AverageWithNullValidation(this IEnumerable<float> list)
|
||||
{
|
||||
return list.Any() ? list.Average() : 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,69 @@
|
||||
using System;
|
||||
|
||||
namespace GameDevLibrary.Extensions
|
||||
{
|
||||
public static class StringExtensions
|
||||
{
|
||||
/// <summary>
|
||||
/// Cut off a string once it reaches a <paramref name="maxChars"/> amount of characters and add '...' to the end of the string
|
||||
/// </summary>
|
||||
/// <param name="value"></param>
|
||||
/// <param name="maxChars"></param>
|
||||
/// <returns></returns>
|
||||
public static string Truncate(this string value, int maxChars)
|
||||
{
|
||||
return value.Length <= maxChars ? value : value.Substring(0, maxChars) + "...";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Identify if a string is null or empty
|
||||
/// </summary>
|
||||
/// <param name="str"></param>
|
||||
/// <returns></returns>
|
||||
public static bool IsNullOrEmpty(this string str)
|
||||
{
|
||||
return String.IsNullOrEmpty(str);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Identify if a string is <b>not</b> null or empty
|
||||
/// </summary>
|
||||
/// <param name="str"></param>
|
||||
/// <returns></returns>
|
||||
public static bool IsNotNullOrEmpty(this string str)
|
||||
{
|
||||
return !str.IsNullOrEmpty();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if the string matches any of the search parameters
|
||||
/// </summary>
|
||||
/// <param name="str"></param>
|
||||
/// <param name="search"></param>
|
||||
/// <returns></returns>
|
||||
public static bool AnyMatch(this string str, params string[] search)
|
||||
{
|
||||
foreach (string s in search)
|
||||
{
|
||||
if (s.Equals(str, StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reverses a given string
|
||||
/// </summary>
|
||||
/// <param name="str"></param>
|
||||
/// <returns></returns>
|
||||
public static string Reverse(this string str)
|
||||
{
|
||||
char[] charArray = str.ToCharArray();
|
||||
Array.Reverse(charArray);
|
||||
return new string(charArray);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,83 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
|
||||
namespace GameDevLibrary.Models
|
||||
{
|
||||
// Inspiration: https://www.youtube.com/watch?v=x-ejym1WdjE
|
||||
[Serializable]
|
||||
public class NeoDictionary<TKey,TValue>
|
||||
{
|
||||
public List<NeoDictionaryItem<TKey, TValue>> Items = new List<NeoDictionaryItem<TKey, TValue>>();
|
||||
|
||||
public Dictionary<TKey, TValue> ToDictionary() => (Items.Any())
|
||||
? Items.ToDictionary(x => x.Key, x => x.Value)
|
||||
: new Dictionary<TKey, TValue>();
|
||||
|
||||
public bool TryGetValue(TKey key, out TValue value)
|
||||
{
|
||||
var item = Items.FirstOrDefault(x => x.Key.Equals(key));
|
||||
|
||||
if (item != null)
|
||||
{
|
||||
value = item.Value;
|
||||
return true;
|
||||
}
|
||||
|
||||
value = default;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool TryGetValueFromIndex(int index, out TValue value)
|
||||
{
|
||||
if (index < Items.Count)
|
||||
{
|
||||
var item = Items[index];
|
||||
|
||||
if (item != null)
|
||||
{
|
||||
value = item.Value;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
value = default;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public void Add(TKey key, TValue value)
|
||||
{
|
||||
Items.Add(new NeoDictionaryItem<TKey, TValue>(key, value));
|
||||
}
|
||||
|
||||
public void AddRange(NeoDictionary<TKey, TValue> values)
|
||||
{
|
||||
Items.AddRange(values.Items);
|
||||
}
|
||||
|
||||
public void AddRange(IEnumerable<NeoDictionaryItem<TKey, TValue>> values)
|
||||
{
|
||||
Items.AddRange(values);
|
||||
}
|
||||
|
||||
public bool Any() => Items.Any();
|
||||
|
||||
public bool Any(Func<NeoDictionaryItem<TKey, TValue>, bool> predicate) => Items.Any(predicate);
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class NeoDictionaryItem<TKey,TValue>
|
||||
{
|
||||
public TKey Key;
|
||||
public TValue Value;
|
||||
|
||||
public NeoDictionaryItem(TKey key, TValue value)
|
||||
{
|
||||
Key = key;
|
||||
Value = value;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>netstandard2.1</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
<RootNamespace>GameDevLibrary</RootNamespace>
|
||||
<Version>0.0.2</Version>
|
||||
<Title>Omega Leo's Helper Library</Title>
|
||||
<Authors>Nuno "Omega Leo" Diogo</Authors>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="UnityFlow.DocumentationHelper.Library" Version="1.1.2" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
Reference in New Issue
Block a user