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#!/bin/sh | |
#sorce file icon(1024px x 1024px) | |
ICON1024="Icon1024.png" | |
sips -Z 512 ${ICON1024} --out icons/iTunesArtwork.png | |
#sips -Z 1024 ${ICON1024} --out icons/iTunesArtwork@2x.png | |
#sips -Z 1536 ${ICON1024} --out icons/iTunesArtwork@3x.png |
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////////// | |
// 説明 | |
// 1のカッコを実行 > 2にてサンプルのパス、ビートの長さ、音量、確率を入力 > | |
// 2のカッコを実行 > 3のbpmを設定 > 3のカッコを実行 | |
// | |
// - 2について - | |
//・ループさせたいサンプルについて、ビートの長さは4分音符分を"1"とし計算。4/4一小節分は"4"になります。 | |
//・ワンショットで鳴らしたいサンプルについて、ビートの長さを"0"にしてください。 | |
//・確率の部分は「合計して100にする」と言った事は必要ありません。単純に他のサンプルとの比率を記入して下さい。 | |
// |
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using UnityEngine; | |
using System.Collections; | |
/* | |
Runtime use: | |
To be available, AirPlay needs to be switched on for the device either via a native AirPlay UI component or | |
via the global AirPlay mirroring setting. Your options are: | |
A: Modify your Xcode project to layer a native AirPlay Cocoa control somewhere over your Unity content. |
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<?xml version="1.0" encoding="UTF-8"?> | |
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> | |
<plist version="1.0"> | |
<dict> | |
<key>beforeRunningCommand</key> | |
<string>saveActiveFile</string> | |
<key>command</key> | |
<string>#!/bin/sh | |
SASS_OPTS="-t expanded --scss" |
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# | |
# python drive.py "origin" ["waypoint" ... ] "destination" | |
# | |
# i.e. python drive.py "Union Square, San Francisco" "Ferry Building, San Francisco" 'Bay Bridge' SFO | |
import sys, json, urllib2, md5, os.path, pprint | |
from math import radians, sin, cos, atan2, pow, sqrt | |
from urllib import quote_plus | |
from xml.sax.saxutils import escape | |
from optparse import OptionParser |