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IEnumerable<IntPtr> HandleBefore = Process.GetProcessesByName("firefox").Select(p => p.MainWindowHandle); | |
// return false => IE, return true => 火狐 | |
bool browser_ = GetBrowserType(customer_name); | |
if (browser_ == false) | |
{ | |
//IE | |
cd = initWebDriverIE(MY_PDF_DIRECTORY_BY_DATE); | |
} |
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// Fill out your copyright notice in the Description page of Project Settings. | |
#include "LoaderBPFunctionLibrary.h" | |
#include "RuntimeMeshLoader.h" | |
#include <assimp/Importer.hpp> // C++ importer interface | |
#include <assimp/scene.h> // Output data structure | |
#include <assimp/postprocess.h> // Post processing flags | |
void FindMeshInfo(const aiScene* scene, aiNode* node, FReturnedData& result) | |
{ |
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public void GUIMatrixAutoScale(float fromScreenX, float fromScreenY) | |
{ | |
Matrix4x4 _matrix = GUI.matrix; | |
_matrix.m00 = (float)Screen.width / fromScreenX; | |
_matrix.m11 = (float)Screen.height / fromScreenY; | |
GUI.matrix = _matrix; | |
} | |
void OnGUI() | |
{ |
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//from http://www.codeproject.com/Articles/317974/KinectDepthSmoothing | |
function smoothDepth(arr){ | |
var res = createArray(width,height); | |
for(var i=2; i< width-2; i++){ | |
for(var j=2; j < height-2; j++){ | |
if(arr[i][j]===0){ | |
var innerBandCount = 0; | |
var outerBandCount = 0; | |
var filterCollection = []; |
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// Simple "just colors" shader that's used for built-in debug visualizations, | |
// in the editor etc. Just outputs _Color * vertex color; and blend/Z/cull/bias | |
// controlled by material parameters. | |
Shader "Hidden/Internal-Colored" | |
{ | |
Properties | |
{ | |
_Color ("Color", Color) = (1,1,1,1) | |
_SrcBlend ("SrcBlend", Int) = 5.0 // SrcAlpha |
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//mUnityActivity 是 unity 的 active. | |
//取得 Bundle Version. | |
public String GetAppVersionName() | |
{ | |
String ver = "0"; | |
PackageManager pm = mUnityActivity.getApplicationContext().getPackageManager(); | |
PackageInfo pInfo; | |
try { |