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)); }
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); }