コード例 #1
0
        protected override void DetectPlatform()
        {
            // Set the editor and platform versions

#if UNITY_EDITOR
            // Do not check for recompile if using "Recompile After Finish Playing" mode or Rewired will be disabled and never reinitialize due to a bug in EditorApplication.isCompiling
            ignoreRecompile = (ScriptChangesDuringPlayOptions)UnityEditor.EditorPrefs.GetInt("ScriptCompilationDuringPlay", 0) == ScriptChangesDuringPlayOptions.RecompileAfterFinishedPlaying;
#endif

            scriptingBackend  = ScriptingBackend.Mono;
            scriptingAPILevel = ScriptingAPILevel.Net20;
            editorPlatform    = EditorPlatform.None;
            platform          = Platform.Unknown;
            webplayerPlatform = WebplayerPlatform.None;
            isEditor          = false;
            string deviceName  = SystemInfo.deviceName ?? string.Empty;
            string deviceModel = SystemInfo.deviceModel ?? string.Empty;

#if UNITY_EDITOR
            isEditor       = true;
            editorPlatform = EditorPlatform.Unknown;
#endif

#if UNITY_EDITOR_WIN
            editorPlatform = EditorPlatform.Windows;
#endif

#if UNITY_EDITOR_LINUX
            editorPlatform = EditorPlatform.Linux;
#endif

#if UNITY_EDITOR_OSX
            editorPlatform = EditorPlatform.OSX;
#endif

#if UNITY_EDITOR && REWIRED_DEBUG_MOCK_BUILD_PLAYER
            Debug.LogWarning("Rewired is mocking the build player in the editor");
            isEditor       = false;
            editorPlatform = EditorPlatform.None;
#endif

#if UNITY_STANDALONE_OSX
            platform = Platform.OSX;
#endif

#if UNITY_DASHBOARD_WIDGET
#endif

#if UNITY_STANDALONE_WIN
            platform = Platform.Windows;
#endif

#if UNITY_STANDALONE_LINUX
            platform = Platform.Linux;
#endif

#if UNITY_ANDROID
            platform = Platform.Android;
#if !UNITY_EDITOR
            // Handle special Android platforms
            if (CheckDeviceName("OUYA", deviceName, deviceModel))
            {
                platform = Platform.Ouya;
            }
            else if (CheckDeviceName("Amazon AFT.*", deviceName, deviceModel))
            {
                platform = Platform.AmazonFireTV;
            }
            else if (CheckDeviceName("razer Forge", deviceName, deviceModel))
            {
#if REWIRED_OUYA && REWIRED_USE_OUYA_SDK_ON_FORGETV
                platform = Platform.Ouya;
#else
                platform = Platform.RazerForgeTV;
#endif
            }
#endif
#endif

#if UNITY_BLACKBERRY
            platform = Platform.Blackberry;
#endif

#if UNITY_IPHONE || UNITY_IOS
            platform = Platform.iOS;
#endif

#if UNITY_TVOS
            platform = Platform.tvOS;
#endif

#if UNITY_PS3
            platform = Platform.PS3;
#endif

#if UNITY_PS4
            platform = Platform.PS4;
#endif

#if UNITY_PS5
            platform = Platform.PS5;
#endif

#if UNITY_PSP2
            platform = Platform.PSVita;
#endif

#if UNITY_PSM
            platform = Platform.PSMobile;
#endif

#if UNITY_XBOX360
            platform = Platform.Xbox360;
#endif

#if UNITY_GAMECORE_XBOXONE
            platform = Platform.GameCoreXboxOne;
#elif UNITY_XBOXONE
            platform = Platform.XboxOne;
#endif

#if UNITY_GAMECORE_SCARLETT
            platform = Platform.GameCoreScarlett;
#endif

#if UNITY_WII
            platform = Platform.Wii;
#endif

#if UNITY_WIIU
            platform = Platform.WiiU;
#endif

#if UNITY_N3DS
            platform = Platform.N3DS;
#endif

#if UNITY_SWITCH
            platform = Platform.Switch;
#endif

#if UNITY_FLASH
            platform = Platform.Flash;
#endif

#if UNITY_METRO || UNITY_WSA || UNITY_WSA_8_0
            platform = Platform.WindowsAppStore;
#endif

#if UNITY_WSA_8_1
            platform = Platform.Windows81Store;
#endif

            // Windows 8.1 Universal
#if UNITY_WINRT_8_1 && !UNITY_WSA_8_1 // this seems to be the only way to detect this
            platform = Platform.Windows81Store;
#endif

            // Windows Phone overrides Windows Store -- this is not set when doing Universal 8.1 builds
#if UNITY_WP8 || UNITY_WP8_1 || UNITY_WP_8 || UNITY_WP_8_1 // documentation error on format of WP8 defines, so include both
            platform = Platform.WindowsPhone8;
#endif

#if UNITY_WSA_10_0
            platform = Platform.WindowsUWP;
#endif

#if UNITY_WEBGL
            platform = Platform.WebGL;
#endif

#if UNITY_STADIA
            platform = Platform.Stadia;
#endif

            // Check if Webplayer
#if UNITY_WEBPLAYER
            webplayerPlatform = UnityTools.DetermineWebplayerPlatformType(platform, editorPlatform); // call this BEFORE you change the platform so we still know what base system this is
            platform          = Platform.Webplayer;
#endif

#if ENABLE_MONO
            scriptingBackend = ScriptingBackend.Mono;
#endif

#if ENABLE_DOTNET
            scriptingBackend = ScriptingBackend.DotNet;
#endif

#if ENABLE_IL2CPP
            scriptingBackend = ScriptingBackend.IL2CPP;
#endif

#if NET_2_0
            scriptingAPILevel = ScriptingAPILevel.Net20;
#endif

#if NET_2_0_SUBSET
            scriptingAPILevel = ScriptingAPILevel.Net20Subset;
#endif

#if NET_4_6
            scriptingAPILevel = ScriptingAPILevel.Net46;
#endif

#if NET_STANDARD_2_0
            scriptingAPILevel = ScriptingAPILevel.NetStandard20;
#endif
        }
コード例 #2
0
        private static void DeterminePlatform()
        {
            editorPlatform    = EditorPlatform.None;
            platform          = Platform.Unknown;
            webplayerPlatform = WebplayerPlatform.None;
            isEditor          = false;

            // Find out the platform
#if UNITY_EDITOR
            isEditor       = true;
            editorPlatform = EditorPlatform.Unknown;
#endif

#if UNITY_EDITOR_WIN
            editorPlatform = EditorPlatform.Windows;
#endif

#if UNITY_EDITOR_OSX
            editorPlatform = EditorPlatform.OSX;
#endif

#if UNITY_STANDALONE_OSX
            platform = Platform.OSX;
#endif

#if UNITY_DASHBOARD_WIDGET
#endif

#if UNITY_STANDALONE_WIN
            platform = Platform.Windows;
#endif

#if UNITY_STANDALONE_LINUX
            platform = Platform.Linux;
#endif

#if UNITY_STANDALONE
#endif

#if UNITY_ANDROID
            platform = Platform.Android;
#endif

#if UNITY_BLACKBERRY
            platform = Platform.Blackberry;
#endif

#if UNITY_WP8
            platform = Platform.WindowsPhone8;
#endif

#if UNITY_IPHONE
            platform = Platform.iOS;
#endif

#if UNITY_IOS
            platform = Platform.iOS;
#endif

#if UNITY_PS3
            platform = Platform.PS3;
#endif

#if UNITY_PS4
            platform = Platform.PS4;
#endif

#if UNITY_PSP2
            platform = Platform.PSVita;
#endif

#if UNITY_PSM
            platform = Platform.PSMobile;
#endif

#if UNITY_XBOX360
            platform = Platform.Xbox360;
#endif

#if UNITY_XBOXONE
            platform = Platform.XboxOne;
#endif

#if UNITY_WII
            platform = Platform.Wii;
#endif

#if UNITY_WIIU
            platform = Platform.WiiU;
#endif

#if UNITY_FLASH
            platform = Platform.Flash;
#endif

#if UNITY_METRO
            platform = Platform.WindowsAppStore;
#endif

#if UNITY_WINRT
#endif

#if UNITY_WEBGL
            platform = Platform.WebGL;
#endif

            // Check if Webplayer
#if UNITY_WEBPLAYER
            webplayerPlatform = UnityTools.DetermineWebplayerPlatformType(platform, editorPlatform); // call this BEFORE you change the platform so we still know what base system this is
            platform          = Platform.Webplayer;
#endif
        }
コード例 #3
0
        protected override void DetectPlatform()
        {
            // Set the editor and platform versions

            editorPlatform    = EditorPlatform.None;
            platform          = Platform.Unknown;
            webplayerPlatform = WebplayerPlatform.None;
            isEditor          = false;
            string deviceName  = SystemInfo.deviceName ?? string.Empty;
            string deviceModel = SystemInfo.deviceModel ?? string.Empty;

#if UNITY_EDITOR
            isEditor       = true;
            editorPlatform = EditorPlatform.Unknown;
#endif

#if UNITY_EDITOR_WIN
            editorPlatform = EditorPlatform.Windows;
#endif

#if UNITY_EDITOR_OSX
            editorPlatform = EditorPlatform.OSX;
#endif

#if UNITY_STANDALONE_OSX
            platform = Platform.OSX;
#endif

#if UNITY_DASHBOARD_WIDGET
#endif

#if UNITY_STANDALONE_WIN
            platform = Platform.Windows;
#endif

#if UNITY_STANDALONE_LINUX
            platform = Platform.Linux;
#endif

#if UNITY_STANDALONE
#endif

#if UNITY_ANDROID
            platform = Platform.Android;
#if !UNITY_EDITOR
            // Handle Ouya platform
            if (deviceName.Contains("OUYA") || deviceModel.Contains("OUYA"))
            {
                platform = Platform.Ouya;
            }
#endif
#endif

#if UNITY_BLACKBERRY
            platform = Platform.Blackberry;
#endif

#if UNITY_WP8
            platform = Platform.WindowsPhone8;
#endif

#if UNITY_IPHONE
            platform = Platform.iOS;
#endif

#if UNITY_IOS
            platform = Platform.iOS;
#endif

#if UNITY_PS3
            platform = Platform.PS3;
#endif

#if UNITY_PS4
            platform = Platform.PS4;
#endif

#if UNITY_PSP2
            platform = Platform.PSVita;
#endif

#if UNITY_PSM
            platform = Platform.PSMobile;
#endif

#if UNITY_XBOX360
            platform = Platform.Xbox360;
#endif

#if UNITY_XBOXONE
            platform = Platform.XboxOne;
#endif

#if UNITY_WII
            platform = Platform.Wii;
#endif

#if UNITY_WIIU
            platform = Platform.WiiU;
#endif

#if UNITY_FLASH
            platform = Platform.Flash;
#endif

#if UNITY_METRO
            platform = Platform.WindowsAppStore;
#endif

#if UNITY_WINRT
#endif

#if UNITY_WEBGL
            platform = Platform.WebGL;
#endif

            // Check if Webplayer
#if UNITY_WEBPLAYER
            webplayerPlatform = UnityTools.DetermineWebplayerPlatformType(platform, editorPlatform); // call this BEFORE you change the platform so we still know what base system this is
            platform          = Platform.Webplayer;
#endif
        }
コード例 #4
0
        protected override void DetectPlatform()
        {
            // Set the editor and platform versions

            editorPlatform    = EditorPlatform.None;
            platform          = Platform.Unknown;
            webplayerPlatform = WebplayerPlatform.None;
            isEditor          = false;

#if UNITY_EDITOR
            isEditor       = true;
            editorPlatform = EditorPlatform.Unknown;
#endif

#if UNITY_EDITOR_WIN
            editorPlatform = EditorPlatform.Windows;
#endif

#if UNITY_EDITOR_OSX
            editorPlatform = EditorPlatform.OSX;
#endif

#if UNITY_STANDALONE_OSX
            platform = Platform.OSX;
#endif

#if UNITY_DASHBOARD_WIDGET
#endif

#if UNITY_STANDALONE_WIN
            platform = Platform.Windows;
#endif

#if UNITY_STANDALONE_LINUX
            platform = Platform.Linux;
#endif

#if UNITY_STANDALONE
#endif

#if UNITY_WII
            platform = Platform.Wii;
#endif

#if UNITY_IPHONE
            platform = Platform.iOS;
#endif

#if UNITY_ANDROID
            platform = Platform.Android;
#endif

#if UNITY_PS3
            platform = Platform.PS3;
#endif

#if UNITY_XBOX360
            platform = Platform.XBox360;
#endif

#if UNITY_FLASH
            platform = Platform.Flash;
#endif

#if UNITY_BLACKBERRY
            platform = Platform.Blackberry;
#endif

#if UNITY_WP8
            platform = Platform.WindowsPhone8;
#endif

#if UNITY_METRO
            platform = Platform.WindowsAppStore;
#endif

#if UNITY_WINRT
#endif

            // Check if Webplayer
#if UNITY_WEBPLAYER
            webplayerPlatform = UnityTools.DetermineWebplayerPlatformType(platform, editorPlatform); // call this BEFORE you change the platform so we still know what base system this is
            platform          = Platform.Webplayer;
#endif
        }
コード例 #5
0
ファイル: InputManager.cs プロジェクト: zurra/ProjectEhe
        protected override void DetectPlatform()
        {
            // Set the editor and platform versions

            editorPlatform    = EditorPlatform.None;
            platform          = Platform.Unknown;
            webplayerPlatform = WebplayerPlatform.None;
            isEditor          = false;
            string deviceName  = SystemInfo.deviceName ?? string.Empty;
            string deviceModel = SystemInfo.deviceModel ?? string.Empty;

#if UNITY_EDITOR
            isEditor       = true;
            editorPlatform = EditorPlatform.Unknown;
#endif

#if UNITY_EDITOR_WIN
            editorPlatform = EditorPlatform.Windows;
#endif

#if UNITY_EDITOR_LINUX
            editorPlatform = EditorPlatform.Linux;
#endif

#if UNITY_EDITOR_OSX
            editorPlatform = EditorPlatform.OSX;
#endif

#if UNITY_STANDALONE_OSX
            platform = Platform.OSX;
#endif

#if UNITY_DASHBOARD_WIDGET
#endif

#if UNITY_STANDALONE_WIN
            platform = Platform.Windows;
#endif

#if UNITY_STANDALONE_LINUX
            platform = Platform.Linux;
#endif

#if UNITY_ANDROID
            platform = Platform.Android;
#if !UNITY_EDITOR
            // Handle special Android platforms
            if (CheckDeviceName("OUYA", deviceName, deviceModel))
            {
                platform = Platform.Ouya;
            }
            else if (CheckDeviceName("Amazon AFT.*", deviceName, deviceModel))
            {
                platform = Platform.AmazonFireTV;
            }
            else if (CheckDeviceName("razer Forge", deviceName, deviceModel))
            {
#if REWIRED_OUYA && REWIRED_USE_OUYA_SDK_ON_FORGETV
                platform = Platform.Ouya;
#else
                platform = Platform.RazerForgeTV;
#endif
            }
#endif
#endif

#if UNITY_BLACKBERRY
            platform = Platform.Blackberry;
#endif

#if UNITY_IPHONE || UNITY_IOS
            platform = Platform.iOS;
#endif

#if UNITY_TVOS
            platform = Platform.tvOS;
#endif

#if UNITY_PS3
            platform = Platform.PS3;
#endif

#if UNITY_PS4
            platform = Platform.PS4;
#endif

#if UNITY_PSP2
            platform = Platform.PSVita;
#endif

#if UNITY_PSM
            platform = Platform.PSMobile;
#endif

#if UNITY_XBOX360
            platform = Platform.Xbox360;
#endif

#if UNITY_XBOXONE
            platform = Platform.XboxOne;
#endif

#if UNITY_WII
            platform = Platform.Wii;
#endif

#if UNITY_WIIU
            platform = Platform.WiiU;
#endif

#if UNITY_FLASH
            platform = Platform.Flash;
#endif

#if UNITY_METRO || UNITY_WSA || UNITY_WSA_8_0
            platform = Platform.WindowsAppStore;
#endif

#if UNITY_WSA_8_1
            platform = Platform.Windows81Store;
#endif

            // Windows 8.1 Universal
#if UNITY_WINRT_8_1 && !UNITY_WSA_8_1 // this seems to be the only way to detect this
            platform = Platform.Windows81Store;
#endif

            // Windows Phone overrides Windows Store -- this is not set when doing Universal 8.1 builds
#if UNITY_WP8 || UNITY_WP8_1 || UNITY_WP_8 || UNITY_WP_8_1 // documentation error on format of WP8 defines, so include both
            platform = Platform.WindowsPhone8;
#endif

#if UNITY_WSA_10_0
            platform = Platform.WindowsUWP;
#endif

#if UNITY_WEBGL
            platform = Platform.WebGL;
#endif

            // Check if Webplayer
#if UNITY_WEBPLAYER
            webplayerPlatform = UnityTools.DetermineWebplayerPlatformType(platform, editorPlatform); // call this BEFORE you change the platform so we still know what base system this is
            platform          = Platform.Webplayer;
#endif
        }