示例#1
0
    public string[] GetAssetsPathsForCurrentDevice()
    {
#if UNITY_EDITOR
        if ((int)forceAssetsTypeInEditor < (int)DeviceAssetsType.Count)
        {
            selectedAssetsType = forceAssetsTypeInEditor;
            return(GetAssetsPathsOfType(selectedAssetsType));
        }
#endif

#if UNITY_IPHONE
        if (Application.platform == RuntimePlatform.IPhonePlayer)
        {
            selectedAssetsType = GetAssetsTypeForIOS(iPhone.generation);
        }
        else
        {
            //TODO: find a way to configure Android setups for low/high res.
            // Here it's a little bit more complicated. We should use a custom struct to embedd required and optional settings like
            // CPU freq, total RAM, screen resolution, GPU Model, into account etc.
            // Use HighRes by default for now.
            selectedAssetsType = DeviceAssetsType.HighRes;
        }
#endif

        return(GetAssetsPathsOfType(selectedAssetsType));
    }
示例#2
0
    public string[] GetAssetsPathsOfType(DeviceAssetsType assetsType)
    {
        if ((int)assetsType < (int)DeviceAssetsType.Count)
        {
            return(mappedAssetsPaths[(int)assetsType]);
        }

        return(null);
    }
	public string[] GetAssetsPathsOfType(DeviceAssetsType assetsType)
	{
		if ( (int)assetsType < (int)DeviceAssetsType.Count ) {
			return mappedAssetsPaths[(int)assetsType];
		}
		
		return null;
	}
	public string[] GetAssetsPathsForCurrentDevice()
	{
#if UNITY_EDITOR
		if ((int)forceAssetsTypeInEditor < (int)DeviceAssetsType.Count)
		{
			selectedAssetsType = forceAssetsTypeInEditor;
			return GetAssetsPathsOfType(selectedAssetsType);
		}
#endif

#if UNITY_IPHONE
		if (Application.platform == RuntimePlatform.IPhonePlayer) 
		{
			selectedAssetsType = GetAssetsTypeForIOS(iPhone.generation);
		}
		else
		{
			//TODO: find a way to configure Android setups for low/high res.
			// Here it's a little bit more complicated. We should use a custom struct to embedd required and optional settings like
			// CPU freq, total RAM, screen resolution, GPU Model, into account etc.
			// Use HighRes by default for now.
			selectedAssetsType = DeviceAssetsType.HighRes;
		}
#endif
		
		return GetAssetsPathsOfType(selectedAssetsType);
	}