unity 查看运行平台
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查看官方地址:https://docs.unity3d.com/Manual/PlatformDependentCompilation.html
我写了一个工具类:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class KsRunUtils
{
public static string PlatformDefines()
{
string s = "";
#if UNITY_EDITOR//unity编辑
s = "UNITY_EDITOR";
#endif
#if UNITY_EDITOR//directive to call Unity Editor scripts from your game code.
s = "UNITY_EDITOR";
#endif
#if UNITY_EDITOR_WIN//directive for Editor code on Windows.
s = "UNITY_EDITOR_WIN";
#endif
#if UNITY_EDITOR_OSX//directive for Editor code on Mac OS X.
s = "UNITY_EDITOR_OSX";
#endif
#if UNITY_EDITOR_LINUX//directive for Editor code on Linux
s = "UNITY_EDITOR_LINUX";
#endif
#if UNITY_STANDALONE_LINUX //directive for compiling/executing code specifically for Linux standalone applications.
s = "UNITY_STANDALONE_LINUX";
#endif
#if UNITY_STANDALONE //directive for compiling/executing code for any standalone platform (Mac OS X, Windows or Linux).
s = "UNITY_STANDALONE";
#endif
#if UNITY_WII //directive for compiling/executing code for the Wii console.
s = "UNITY_WII";
#endif
#if UNITY_ios //directive for compiling/executing code for the iOS platform.
s = "UNITY_IOS";
#endif
#if UNITY_PS4 //directive for running PlayStation 4 code
s = UNITY_PS4"";
#endif
#if UNITY_XBOXONE //directive for executing Xbox One code.
s = "UNITY_XBOXONE";
#endif
#if UNITY_LUMIN //define directive for the Magic Leap OS platform. You can also use PLATFORM_LUMIN.
s = "UNITY_LUMIN";
#endif
#if UNITY_TIZEN //directive for the Tizen platform.
s = "UNITY_TIZEN";
#endif
#if UNITY_TVOS //directive for the Apple TV platform.
s = "UNITY_TVOS";
#endif
#if UNITY_WSA //directive for Universal Windows Platform. Additionally, NETFX_CORE is defined when compiling C# files against .NET Core and using .NET scripting backend.
s = "UNITY_WSA";
#endif
#if UNITY_WSA_10_0 //directive for Universal Windows Platform. Additionally WINDOWS_UWP is defined when compiling C# files against .NET Core.
s = "UNITY_WSA_10_0";
#endif
#if UNITY_WINRT //UNITY_WSA
s = "UNITY_WINRT";
#endif
#if UNITY_WINRT_10_0 //Equivalent to UNITY_WSA_10_0
s = "UNITY_WINRT_10_0";
#endif
#if UNITY_WEBGL //directive for WebGL
s = "UNITY_WEBGL";
#endif
#if UNITY_FACEBOOK //directive for the Facebook platform (WebGL or Windows standalone).
s = "UNITY_FACEBOOK";
#endif
#if UNITY_ANALYTICS //directive for calling Unity Analytics methods from your game code. Version 5.2 and above
s = "UNITY_ANALYTICS";
#endif
#if UNITY_ASSERTIONS //directive for assertions control process.
s = "UNITY_ASSERTIONS";
#endif
#if UNITY_ASSERTIONS // directive for 64-bit platforms.
s = "UNITY_ASSERTIONS";
#endif
#if UNITY_XBOX360//XBOX360平台
s = "UNITY_XBOX360";
#endif
#if UNITY_IPHONE//IPHONE平台
s = "UNITY_IPHONE";
#endif
#if UNITY_android//ANDROID平台
s = "UNITY_ANDROID";
#endif
#if UNITY_STANDALONE_OSX//OSX平台
s = "UNITY_STANDALONE_OSX";
#endif
#if UNITY_STANDALONE_WIN//Windows平台
s = "UNITY_STANDALONE_WIN";
#endif
return s;
}
}
使用的话我是:
private void onButtonNavigableBoundariesJsonClick()
{
if (pd.Equals("UNITY_EDITOR") || pd.Equals("UNITY_STANDALONE_WIN"))
{
}
else if (pd.Equals("UNITY_ANDROID"))
{
}
else
{
return;
}
}
也可以用这个方法:
if (Application.platform == RuntimePlatform.Android)
{
}
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