private static string GetPlatformName(UnityEditor.BuildTarget buildTarget) { switch (buildTarget) { case UnityEditor.BuildTarget.StandaloneWindows: case UnityEditor.BuildTarget.StandaloneWindows64: return("Windows"); case UnityEditor.BuildTarget.iOS: return("iOS"); case UnityEditor.BuildTarget.Android: return("Android"); case UnityEditor.BuildTarget.StandaloneLinux: case UnityEditor.BuildTarget.StandaloneLinux64: case UnityEditor.BuildTarget.StandaloneLinuxUniversal: return("Linux"); case UnityEditor.BuildTarget.StandaloneOSX: return("OSX"); case UnityEditor.BuildTarget.WebGL: return("WebGL"); default: return(null); } }
private static SupportedPlatforms GetSupportedPlatformMask(UnityEditor.BuildTarget editorBuildTarget) { SupportedPlatforms supportedPlatforms = 0; switch (editorBuildTarget) { case UnityEditor.BuildTarget.StandaloneWindows: case UnityEditor.BuildTarget.StandaloneWindows64: supportedPlatforms |= SupportedPlatforms.WindowsStandalone; break; case UnityEditor.BuildTarget.WSAPlayer: case UnityEditor.BuildTarget.XboxOne: supportedPlatforms |= SupportedPlatforms.WindowsUniversal; break; case UnityEditor.BuildTarget.StandaloneOSX: supportedPlatforms |= SupportedPlatforms.MacStandalone; break; case UnityEditor.BuildTarget.StandaloneLinux: case UnityEditor.BuildTarget.StandaloneLinux64: case UnityEditor.BuildTarget.StandaloneLinuxUniversal: supportedPlatforms |= SupportedPlatforms.LinuxStandalone; break; case UnityEditor.BuildTarget.Lumin: supportedPlatforms |= SupportedPlatforms.Lumin; break; } return(supportedPlatforms); }
//データをバージョンアップする(Eidtor上のみ使用可能) public int EditorVersionUpAssetBundle(AssetBundleManifest manifest, UnityEditor.BuildTarget buildTarget) { int count = 0; string buildTargetKey = AssetBundleHelper.BuildTargetToBuildTargetFlag(buildTarget).ToString(); ConvertFileInfoDictionary oldInfoList; FileLists.TryGetValue(buildTargetKey, out oldInfoList); ConvertFileInfoDictionary newInfoList = new ConvertFileInfoDictionary(this, buildTargetKey); foreach (string assetBundleName in manifest.GetAllAssetBundles()) { ConvertFileInfo info; if (oldInfoList != null && oldInfoList.TryGetValue(assetBundleName, out info)) { if (info.VersionUp(manifest)) { ++count; } } else { info = new ConvertFileInfo(assetBundleName, manifest, newInfoList); ++count; } newInfoList.Add(info.Name, info); } FileLists.Remove(newInfoList.Key); FileLists.Add(newInfoList.Key, newInfoList); return(count); }
static private string GetPlatformForAssetBundles(UnityEditor.BuildTarget target) { switch (target) { case UnityEditor.BuildTarget.Android: return("Android"); case UnityEditor.BuildTarget.iOS: return("iOS"); case UnityEditor.BuildTarget.WebGL: return("WebGL"); case UnityEditor.BuildTarget.StandaloneWindows: case UnityEditor.BuildTarget.StandaloneWindows64: return("Windows"); case UnityEditor.BuildTarget.StandaloneOSXIntel: case UnityEditor.BuildTarget.StandaloneOSXIntel64: case UnityEditor.BuildTarget.StandaloneOSXUniversal: return("OSX"); // Add more build targets for your own. // If you add more targets, don't forget to add the same platforms to GetPlatformForAssetBundles(RuntimePlatform) function. default: return(null); } }
/// <summary> /// 评论按钮点击响应 /// </summary> public void GoComment() { #if UNITY_IOS const string APP_ID = "1340788161"; var url = string.Format("itms-apps://itunes.apple.com/cn/app/id{0}?mt=8&action=write-review", APP_ID); Application.OpenURL(url); DirectlyQuit(); #elif UNITY_ANDROID Application.OpenURL("https://www.taptap.com/app/141656"); DirectlyQuit(); #elif UNITY_EDITOR UnityEditor.BuildTarget buildTarget = UnityEditor.EditorUserBuildSettings.activeBuildTarget; switch (buildTarget) { case UnityEditor.BuildTarget.Android: Application.OpenURL("https://www.taptap.com/app/141656"); DirectlyQuit(); break; case UnityEditor.BuildTarget.iOS: const string APP_ID = "1340788161"; var url = string.Format("itms-apps://itunes.apple.com/cn/app/id{0}?mt=8&action=write-review", APP_ID); Application.OpenURL(url); DirectlyQuit(); break; } #endif }
public void ShowBuyLifeQueryHUD() { #if UNITY_IOS buyLifeQueryHUD.SetUpBuyLifeQueryView(delegate { SetUpPurchasePlaneOnIPhone(PurchaseManager.new_life_id); }, CancelBuyLife); #elif UNITY_ANDROID buyLifeQueryHUD.SetUpBuyLifeQueryView(delegate { SetUpPurchasePlaneOnAndroid(PurchaseManager.new_life_id); }, CancelBuyLife); #elif UNITY_EDITOR UnityEditor.BuildTarget buildTarget = UnityEditor.EditorUserBuildSettings.activeBuildTarget; switch (buildTarget) { case UnityEditor.BuildTarget.Android: buyLifeQueryHUD.SetUpBuyLifeQueryView(delegate { SetUpPurchasePlaneOnAndroid(PurchaseManager.new_life_id); }, CancelBuyLife); break; case UnityEditor.BuildTarget.iOS: buyLifeQueryHUD.SetUpBuyLifeQueryView(delegate { SetUpPurchasePlaneOnIPhone(PurchaseManager.new_life_id); }, CancelBuyLife); break; } #endif }
public static UnityEditor.BuildTarget GetBuildTarget(BuildPlatform platform) { UnityEditor.BuildTarget target = UnityEditor.BuildTarget.NoTarget; switch (platform) { case BuildPlatform.Android: target = UnityEditor.BuildTarget.Android; break; case BuildPlatform.iOS: target = UnityEditor.BuildTarget.iOS; break; case BuildPlatform.OSX: target = UnityEditor.BuildTarget.StandaloneOSXUniversal; break; case BuildPlatform.Windows: target = UnityEditor.BuildTarget.StandaloneWindows; break; case BuildPlatform.OtherPlatform: target = UnityEditor.BuildTarget.NoTarget; break; } return(target); }
// 为目标平台命名 public static string GetBuildTargetName(UnityEditor.BuildTarget buildTarget) { switch (buildTarget) { case UnityEditor.BuildTarget.Android: return("android"); case UnityEditor.BuildTarget.iOS: return("ios"); case UnityEditor.BuildTarget.tvOS: return("tvos"); case UnityEditor.BuildTarget.WebGL: return("webgl"); case UnityEditor.BuildTarget.StandaloneWindows: case UnityEditor.BuildTarget.StandaloneWindows64: return("windows"); case UnityEditor.BuildTarget.StandaloneLinux: case UnityEditor.BuildTarget.StandaloneLinux64: case UnityEditor.BuildTarget.StandaloneLinuxUniversal: return("linux"); case UnityEditor.BuildTarget.StandaloneOSX: return("osx"); case UnityEditor.BuildTarget.WSAPlayer: return("wsa"); case UnityEditor.BuildTarget.PS4: return("ps4"); case UnityEditor.BuildTarget.XboxOne: return("xboxone"); case UnityEditor.BuildTarget.Switch: return("switch"); default: return("unknown"); } }
public static string GetBuildTargetName(UnityEditor.BuildTarget target) { switch (target) { case UnityEditor.BuildTarget.StandaloneWindows: case UnityEditor.BuildTarget.StandaloneWindows64: { return("Windows"); } case UnityEditor.BuildTarget.Android: { return("Android"); } case UnityEditor.BuildTarget.iOS: { return("iOS"); } case UnityEditor.BuildTarget.StandaloneOSXIntel: case UnityEditor.BuildTarget.StandaloneOSXIntel64: case UnityEditor.BuildTarget.StandaloneOSXUniversal: { return("OSX"); } } return(null); }
public bool IsSupported(UnityEditor.BuildTarget target) { bool contains(SupportBuildTarget target) => (supportBuildTargets & target) == target; switch (target) { case UnityEditor.BuildTarget.StandaloneOSX: return(contains(SupportBuildTarget.StandaloneOSX)); case UnityEditor.BuildTarget.StandaloneWindows: return(contains(SupportBuildTarget.StandaloneWindows)); case UnityEditor.BuildTarget.StandaloneWindows64: return(contains(SupportBuildTarget.StandaloneWindows64)); case UnityEditor.BuildTarget.StandaloneLinux64: return(contains(SupportBuildTarget.StandaloneLinux64)); case UnityEditor.BuildTarget.iOS: return(contains(SupportBuildTarget.iOS)); case UnityEditor.BuildTarget.Android: return(contains(SupportBuildTarget.Android)); default: throw new NotSupportedException($"{target} is Not Supported."); } }
/// <summary> /// プラットフォーム名を取得する /// </summary> /// <returns>プラットフォーム名</returns> /// <param name="buildTarget">ビルド対象のプラットフォーム</param> public static string GetPlatformName(UnityEditor.BuildTarget buildTarget) { switch (buildTarget) { case UnityEditor.BuildTarget.StandaloneOSXIntel: case UnityEditor.BuildTarget.StandaloneOSXIntel64: case UnityEditor.BuildTarget.StandaloneOSXUniversal: return(PlatformNameManager.OSXPlatformName); case UnityEditor.BuildTarget.StandaloneWindows: case UnityEditor.BuildTarget.StandaloneWindows64: return(PlatformNameManager.WindowsPlatformName); case UnityEditor.BuildTarget.iOS: return(PlatformNameManager.IOSPlatformName); case UnityEditor.BuildTarget.Android: return(PlatformNameManager.AndroidPlatformName); case UnityEditor.BuildTarget.PS4: return(PlatformNameManager.PS4PlatformName); case UnityEditor.BuildTarget.XboxOne: return(PlatformNameManager.XboxOnePlatformName); case UnityEditor.BuildTarget.Switch: return(PlatformNameManager.SwitchPlatformName); default: return(string.Empty); } }
/// <summary> /// Checking whether it needs to be included into the application. If it returns true, /// all related content, including AndroidManifest, proguard rules and Android external /// dependencies would be injected during build time. The default values for new fields in /// ARCoreExtensionsProjectSettings should guarantee the associated module to return false. /// </summary> /// <param name="settings">ARCore Extensions Project Settings.</param> /// <param name="buildTarget">Target build platform.</param> /// <returns>The boolean shows whether the module is enabled.</returns> public override bool IsEnabled(ARCoreExtensionsProjectSettings settings, UnityEditor.BuildTarget buildTarget) { if (buildTarget == UnityEditor.BuildTarget.iOS) { bool isEnabled = settings.IOSAuthenticationStrategySetting != IOSAuthenticationStrategy.DoNotUse; if (settings.IsIOSSupportEnabled && !isEnabled) { Debug.LogWarning( "Cloud Anchor APIs require one of the iOS authentication strategies. " + "If it’s not in use, you can uncheck iOS Support Enabled in " + "Edit > Project Settings > XR > ARCore Extensions " + "so ARCore Extensions won’t import Cloud Anchor iOS cocoapod into " + "your project."); } return(isEnabled); } else { return(settings.AndroidAuthenticationStrategySetting != AndroidAuthenticationStrategy.DoNotUse); } }
private static SupportedPlatforms GetSupportedPlatformMask(UnityEditor.BuildTarget editorBuildTarget) { SupportedPlatforms supportedPlatforms = 0; if (Application.platform == RuntimePlatform.WindowsEditor) { supportedPlatforms |= SupportedPlatforms.WindowsEditor; } switch (editorBuildTarget) { case UnityEditor.BuildTarget.StandaloneWindows: case UnityEditor.BuildTarget.StandaloneWindows64: supportedPlatforms |= SupportedPlatforms.WindowsStandalone; break; case UnityEditor.BuildTarget.WSAPlayer: case UnityEditor.BuildTarget.XboxOne: supportedPlatforms |= SupportedPlatforms.WindowsUniversal; break; case UnityEditor.BuildTarget.StandaloneOSX: supportedPlatforms |= SupportedPlatforms.MacStandalone; break; case UnityEditor.BuildTarget.StandaloneLinux: case UnityEditor.BuildTarget.StandaloneLinux64: case UnityEditor.BuildTarget.StandaloneLinuxUniversal: supportedPlatforms |= SupportedPlatforms.LinuxStandalone; break; } return(supportedPlatforms); }
// returns the name of the folder that contains plugins for a specific target private static string GetPluginDeploymentPlatformName(UnityEditor.BuildTarget target) { switch (target) { case UnityEditor.BuildTarget.Android: return("Android"); case UnityEditor.BuildTarget.iOS: return("iOS"); case UnityEditor.BuildTarget.tvOS: return("tvOS"); case UnityEditor.BuildTarget.StandaloneLinux: UnityEngine.Debug.LogError("WwiseUnity: The Linux Wwise Unity integration does not support the 32 bits architecture"); return("Linux"); case UnityEditor.BuildTarget.StandaloneLinux64: case UnityEditor.BuildTarget.StandaloneLinuxUniversal: return("Linux"); #if UNITY_2017_3_OR_NEWER case UnityEditor.BuildTarget.StandaloneOSX: #else case UnityEditor.BuildTarget.StandaloneOSXIntel: case UnityEditor.BuildTarget.StandaloneOSXIntel64: case UnityEditor.BuildTarget.StandaloneOSXUniversal: #endif return("Mac"); case (UnityEditor.BuildTarget) 39: // UnityEditor.BuildTarget.Lumin return("Lumin"); case UnityEditor.BuildTarget.PS4: return("PS4"); #if !UNITY_2018_3_OR_NEWER case UnityEditor.BuildTarget.PSP2: return("Vita"); #endif case UnityEditor.BuildTarget.StandaloneWindows: case UnityEditor.BuildTarget.StandaloneWindows64: return("Windows"); case UnityEditor.BuildTarget.WSAPlayer: return("WSA"); case UnityEditor.BuildTarget.XboxOne: return("XboxOne"); #if UNITY_5_6_OR_NEWER case UnityEditor.BuildTarget.Switch: return("Switch"); #endif } return(target.ToString()); }
public static string GetPlatformName(object obj = null) { #if UNITY_EDITOR UnityEditor.BuildTarget target = obj != null ? (UnityEditor.BuildTarget)obj : UnityEditor.EditorUserBuildSettings.activeBuildTarget; switch (target) { case UnityEditor.BuildTarget.Android: return(StrConst.ANDROID); case UnityEditor.BuildTarget.iOS: return(StrConst.IOS); case UnityEditor.BuildTarget.WebGL: return(StrConst.WEBGL); case UnityEditor.BuildTarget.StandaloneWindows: case UnityEditor.BuildTarget.StandaloneWindows64: return(StrConst.WINDOWS); case UnityEditor.BuildTarget.StandaloneOSXIntel: case UnityEditor.BuildTarget.StandaloneOSXIntel64: return(StrConst.OSX); default: return(null); } #else RuntimePlatform platform = obj != null ? (RuntimePlatform)obj : Application.platform; switch (platform) { case RuntimePlatform.Android: return(StrConst.ANDROID); case RuntimePlatform.IPhonePlayer: return(StrConst.IOS); case RuntimePlatform.WebGLPlayer: return(StrConst.WEBGL); case RuntimePlatform.WindowsEditor: case RuntimePlatform.WindowsPlayer: return(StrConst.WINDOWS); case RuntimePlatform.OSXEditor: case RuntimePlatform.OSXPlayer: //case RuntimePlatform.OSXWebPlayer: //case RuntimePlatform.OSXDashboardPlayer: return(StrConst.OSX); default: return(null); } #endif }
/// <summary> /// 点击购买背包的回调 /// </summary> /// <param name="bagIndex">购买的背包序号.</param> private void PurchaseBagCallBack(int bagIndex) { // 根据欲购买的背包序号初始化购买/广告界面 #if UNITY_IOS switch (bagIndex) { case 1: SetUpPurchasePlaneOnIPhone(PurchaseManager.extra_bag_2_id); break; case 2: SetUpPurchasePlaneOnIPhone(PurchaseManager.extra_bag_3_id); break; } #elif UNITY_ANDROID switch (bagIndex) { case 1: SetUpPurchasePlaneOnAndroid(PurchaseManager.extra_bag_2_id); break; case 2: SetUpPurchasePlaneOnAndroid(PurchaseManager.extra_bag_3_id); break; } #elif UNITY_EDITOR UnityEditor.BuildTarget buildTarget = UnityEditor.EditorUserBuildSettings.activeBuildTarget; switch (buildTarget) { case UnityEditor.BuildTarget.Android: switch (bagIndex) { case 1: SetUpPurchasePlaneOnAndroid(PurchaseManager.extra_bag_2_id); break; case 2: SetUpPurchasePlaneOnAndroid(PurchaseManager.extra_bag_3_id); break; } break; case UnityEditor.BuildTarget.iOS: switch (bagIndex) { case 1: SetUpPurchasePlaneOnIPhone(PurchaseManager.extra_bag_2_id); break; case 2: SetUpPurchasePlaneOnIPhone(PurchaseManager.extra_bag_3_id); break; } break; } #endif }
protected override void DoProcess(RuntimePlatform platform, UnityEditor.BuildTarget target, IBundleBuildConfig settings, ABBuildResult result, IList <IBundleFileManifest> bundleList) { var outputPath = OutputPath.Get(platform); var list = bundleList.OrderBy(c => c.ABName).ToArray(); var manifest = result.Manifest; var packResult = new StringBuilder(); packResult.AppendLine("[Bundle List]"); using (var scope = new ProgressDialogScope("Bundle List", list.Length * 2)) { for (int i = 0; i < list.Length; i++) { packResult.AppendLine(list[i].ABName); } packResult.AppendLine("============================="); for (int i = 0; i < list.Length; i++) { var bundle = list[i]; scope.Show(bundle.ABName, i); AppendDependencies(packResult, bundle, manifest); } } var assetsList = new StringBuilder(); // Bundle List assetsList.AppendLine("[Bundle Assets dependencies]"); using (var scope = new ProgressDialogScope("Bundle Assets List", list.Length)) { for (int i = 0; i < list.Length; i++) { var d = bundleList[i]; assetsList.AppendFormat("{0} : {1}", i + 1, d.ABName) .AppendLine(); scope.Show(d.ABName, i); foreach (var path in d.Assets) { assetsList .Append(" ") .AppendFormat("{0}", path) .AppendLine(); } } } if (Directory.Exists(outputPath.BasePath)) { Directory.CreateDirectory(outputPath.BasePath); } var resultContents = new[] { new { name = nameof(packResult), content = packResult }, new { name = nameof(assetsList), content = assetsList }, }; foreach (var c in resultContents) { var filePath = outputPath.ToLocation(c.name + ".txt"); File.WriteAllText(filePath.FullPath, c.content.ToString()); } }
public void OnPostprocessBuildInternal(UnityEditor.BuildTarget target, string path) { AkPluginActivator.ActivatePluginsForDeployment(target, false); #if !(AK_WWISE_ADDRESSABLES && UNITY_ADDRESSABLES) DeleteSoundbanks(destinationSoundBankFolder); #endif destinationSoundBankFolder = string.Empty; }
public static IDictionary GetArchitecturesForPlatform(UnityEditor.BuildTarget target) { if (__GetArchitecturesForPlatform_0_1 == null) { __GetArchitecturesForPlatform_0_1 = (Func <UnityEditor.BuildTarget, IDictionary>)Delegate.CreateDelegate(typeof(Func <UnityEditor.BuildTarget, IDictionary>), null, UnityTypes.DesktopStandaloneBuildWindowExtension.GetMethod("GetArchitecturesForPlatform", R.StaticMembers, null, new Type[] { typeof(UnityEditor.BuildTarget) }, null)); } return(__GetArchitecturesForPlatform_0_1(target)); }
public string GetBuildTargetDisplayName(UnityEditor.BuildTargetGroup group, UnityEditor.BuildTarget target) { if (__GetBuildTargetDisplayName_0_2 == null) { __GetBuildTargetDisplayName_0_2 = (Func <UnityEditor.BuildTargetGroup, UnityEditor.BuildTarget, string>)Delegate.CreateDelegate(typeof(Func <UnityEditor.BuildTargetGroup, UnityEditor.BuildTarget, string>), m_instance, UnityTypes.UnityEditor_Build_BuildPlatforms.GetMethod("GetBuildTargetDisplayName", R.InstanceMembers, null, new Type[] { typeof(UnityEditor.BuildTargetGroup), typeof(UnityEditor.BuildTarget) }, null)); } return(__GetBuildTargetDisplayName_0_2(group, target)); }
public static void Launch(UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget buildTarget, string path, string productName, UnityEditor.BuildOptions options, UnityEditor.Build.Reporting.BuildReport buildReport) { if (__Launch_0_6 == null) { __Launch_0_6 = (Action <UnityEditor.BuildTargetGroup, UnityEditor.BuildTarget, string, string, UnityEditor.BuildOptions, UnityEditor.Build.Reporting.BuildReport>)Delegate.CreateDelegate(typeof(Action <UnityEditor.BuildTargetGroup, UnityEditor.BuildTarget, string, string, UnityEditor.BuildOptions, UnityEditor.Build.Reporting.BuildReport>), null, UnityTypes.UnityEditor_PostprocessBuildPlayer.GetMethod("Launch", R.StaticMembers, null, new Type[] { typeof(UnityEditor.BuildTargetGroup), typeof(UnityEditor.BuildTarget), typeof(string), typeof(string), typeof(UnityEditor.BuildOptions), typeof(UnityEditor.Build.Reporting.BuildReport) }, null)); } __Launch_0_6(targetGroup, buildTarget, path, productName, options, buildReport); }
// returns the name of the folder that contains plugins for a specific target private static string GetPluginDeploymentPlatformName(UnityEditor.BuildTarget target) { if (BuildTargetToPlatformName.ContainsKey(target)) { return(BuildTargetToPlatformName[target]); } return(target.ToString()); }
public void OnActiveBuildTargetChanged(UnityEditor.BuildTarget previousTarget, UnityEditor.BuildTarget newTarget) { var buildTargetChanged = ActiveBuildTargetChanged; if (buildTargetChanged != null) { buildTargetChanged(); } }
private static string GetPlatformName(UnityEditor.BuildTarget target) { var platformSubDir = string.Empty; GetCustomPlatformName(ref platformSubDir, target); if (!string.IsNullOrEmpty(platformSubDir)) { return(platformSubDir); } switch (target) { case UnityEditor.BuildTarget.Android: return("Android"); case UnityEditor.BuildTarget.iOS: case UnityEditor.BuildTarget.tvOS: return("iOS"); case UnityEditor.BuildTarget.StandaloneLinux: case UnityEditor.BuildTarget.StandaloneLinux64: case UnityEditor.BuildTarget.StandaloneLinuxUniversal: return("Linux"); #if UNITY_2017_3_OR_NEWER case UnityEditor.BuildTarget.StandaloneOSX: #else case UnityEditor.BuildTarget.StandaloneOSXIntel: case UnityEditor.BuildTarget.StandaloneOSXIntel64: case UnityEditor.BuildTarget.StandaloneOSXUniversal: #endif return("Mac"); case (UnityEditor.BuildTarget) 39: // UnityEditor.BuildTarget.Lumin return("Lumin"); case UnityEditor.BuildTarget.PS4: return("PS4"); #if !UNITY_2018_3_OR_NEWER case UnityEditor.BuildTarget.PSP2: return("Vita"); #endif case UnityEditor.BuildTarget.StandaloneWindows: case UnityEditor.BuildTarget.StandaloneWindows64: case UnityEditor.BuildTarget.WSAPlayer: return("Windows"); case UnityEditor.BuildTarget.XboxOne: return("XboxOne"); case UnityEditor.BuildTarget.Switch: return("Switch"); } return(target.ToString()); }
static public UnityEditor.BuildTarget GetCurPlatform() { UnityEditor.BuildTarget buildTarget = UnityEditor.BuildTarget.StandaloneWindows; #if UNITY_ANDROID buildTarget = UnityEditor.BuildTarget.Android; #elif UNTIY_IOS buildTarget = UnityEditor.BuildTarget.iOS; #endif return(buildTarget); }
// ------------------------------------------------------------------------------------ // Helper functions #if UNITY_EDITOR // Check if editor build target is standalone public static bool IsStandaloneTarget(UnityEditor.BuildTarget target) { bool output = false; // Create output if (target.ToString().Contains("Standalone")) //is it a standalone platform? { output = true; } return(output); // Return }
// returns the name of the folder that contains plugins for a specific target private static string GetPluginDeploymentPlatformName(UnityEditor.BuildTarget target) { switch (target) { case UnityEditor.BuildTarget.Android: return("Android"); case UnityEditor.BuildTarget.iOS: return("iOS"); case UnityEditor.BuildTarget.tvOS: return("tvOS"); case UnityEditor.BuildTarget.StandaloneLinux: case UnityEditor.BuildTarget.StandaloneLinux64: case UnityEditor.BuildTarget.StandaloneLinuxUniversal: return("Linux"); #if UNITY_2017_3_OR_NEWER case UnityEditor.BuildTarget.StandaloneOSX: #else case UnityEditor.BuildTarget.StandaloneOSXIntel: case UnityEditor.BuildTarget.StandaloneOSXIntel64: case UnityEditor.BuildTarget.StandaloneOSXUniversal: #endif return("Mac"); case (UnityEditor.BuildTarget) 39: // UnityEditor.BuildTarget.Lumin return("Lumin"); case UnityEditor.BuildTarget.PS4: return("PS4"); case UnityEditor.BuildTarget.PSP2: return("Vita"); case UnityEditor.BuildTarget.StandaloneWindows: case UnityEditor.BuildTarget.StandaloneWindows64: return("Windows"); case UnityEditor.BuildTarget.WSAPlayer: return("WSA"); case UnityEditor.BuildTarget.XboxOne: return("XboxOne"); #if UNITY_5_6_OR_NEWER case UnityEditor.BuildTarget.Switch: return("Switch"); #endif } return(target.ToString()); }
public static string GetAssetBundlePath(UnityEditor.BuildTarget target) { var directory = WindowSystemResources.ALL_TARGETS[target]; var settings = WindowSystemResources.GetSettings(); var outputPath = settings != null && settings.loadFromStreamingAssets == true ? Application.streamingAssetsPath : System.IO.Path.Combine(System.Environment.CurrentDirectory, WindowSystemResources.BUNDLES_ROOT_PATH); outputPath = System.IO.Path.Combine(outputPath, directory); return(outputPath); }
/// <summary> /// In CompatibilityCheckPreprocessBuild, if no session configs require this /// module but this module is still enabled, it would call this function to get /// a warning message. /// </summary> /// <param name="settings">ARCore Extensions Project Settings.</param> /// <param name="buildTarget">Target build platform.</param> /// <returns> /// The warning message if this module is enabled but not required by any sessionConfigs. /// </returns> public override string GetEnabledNotRequiredWarning( ARCoreExtensionsProjectSettings settings, UnityEditor.BuildTarget buildTarget) { string platformName = buildTarget == UnityEditor.BuildTarget.iOS ? "iOS" : "Android"; return(string.Format( "{0} Authentication is enabled in ARCore Extensions Project Settings " + "but the feature is not used by any Scenes in Build.\n" + "To turn off authentication, select Do Not Use in Edit > " + "Project Settings > XR > ARCore Extensions > {0} Authentication Strategy.", platformName)); }
// This function can't be in HDEditorUtils because we need it in HDRenderPipeline.cs (and HDEditorUtils is in an editor asmdef) public static bool IsSupportedBuildTarget(UnityEditor.BuildTarget buildTarget) { return(buildTarget == UnityEditor.BuildTarget.StandaloneWindows || buildTarget == UnityEditor.BuildTarget.StandaloneWindows64 || buildTarget == UnityEditor.BuildTarget.StandaloneLinux64 || buildTarget == UnityEditor.BuildTarget.StandaloneLinuxUniversal || buildTarget == UnityEditor.BuildTarget.StandaloneOSX || buildTarget == UnityEditor.BuildTarget.WSAPlayer || buildTarget == UnityEditor.BuildTarget.XboxOne || buildTarget == UnityEditor.BuildTarget.PS4 || buildTarget == UnityEditor.BuildTarget.Switch); }