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"PATH\UE4Editor-Cmd.exe" "PATH\[PROJECT_NAME].uproject" -ExecCmds="Automation RunTests [TEST NAME]" -unattended -nopause -testexit="Automation Test Queue Empty" -log -game |
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mogrify -transparent white -colorspace gray *.png |
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# iframe で URL scheme を開く | |
iframe = $('<iframe>').css('display', 'none').attr('src', 'comgooglemaps://?q='+lat+','+lng+'&z='+zoom).appendTo('body') | |
start = Date.now() | |
# URL scheme の反応がない場合にこちらで開く | |
# 通常だとアプリがない場合は iOS はダイアログがでるがこのコードだとダイアログを回避して iOS Map で開くことができる | |
setTimeout ()-> | |
diff = Date.now() - start | |
if diff < 2000 | |
# だめだった場合に Map で開く |
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#---------------------------------------------------------------------- | |
# コマンドラインでのipaと.dSYMファイルの作成 | |
#---------------------------------------------------------------------- | |
# .dSYMのPATH設定 | |
TARGET_DSYM=$WORKSPACE/iOS/build/[App Name].app.dSYM | |
# Zip出力する.dSYMファイルのPATH設定 | |
DSYM_ZIP_PATH=$WORKSPACE/iOS/build/[App Name].ipa.dSYM.zip | |
# xcodeプロジェクトパス |
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
public class BatchBuild | |
{ | |
static string bundleIdentifier = "jp.cellfusion.HogeHoge"; | |
// シーンを Editor の設定から取り出す | |
private static string[] GetScenes () |
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// Use Gists to store code you would like to remember later on | |
console.log(window); // log the "window" object to the console |
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// Screenshot を撮る | |
Application.CaptureScreenshot("screenshot.png"); | |
// プラットフォームごとに保存位置変わる? | |
string path = ""; | |
switch (Application.platform) { | |
case RuntimePlatform.IPhonePlayer: | |
path = Application.persistentDataPath + "/screenshot.png"; | |
break; | |
case RuntimePlatform.Android: |
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- (BOOL)validateForInsert:(NSError **)error { | |
NSLog(@"validateForInsert:%@", self.id); | |
NSFetchRequest *fetchRequest = [[NSFetchRequest alloc] initWithEntityName:@"Hoge"]; | |
NSPredicate *predicate = [NSPredicate predicateWithFormat:@"%K = %@", @"id", self.id]; | |
[fetchRequest setPredicate:predicate]; | |
NSArray *results = [self.managedObjectContext executeFetchRequest:fetchRequest error:nil]; | |
if (results.count > 0) { |
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#include "cinder/app/AppNative.h" | |
#include "cinder/gl/gl.h" | |
using namespace ci; | |
using namespace ci::app; | |
using namespace std; | |
class CinderProjectApp : public AppNative { | |
public: | |
void setup(); |
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import c4d | |
from c4d import documents | |
# C4D select Objects GoZ Data Reset | |
GoZ_CONTAINER_ID = 2000000 | |
def main(): | |
doc = documents.GetActiveDocument() | |
objs = doc.GetSelection() |
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