在开发中,特别是unity的跨平台中,我们常常会在各个平台游走,如安卓版,苹果版,PC版……。在此不同的平台上,有可能我们须要做不同的操作。然而我们就能够用unity的自带的平台宏定义方式来做平台的推断。Unity帮我们定义了例如以下平台预处理:
名称 | 描写叙述 |
---|---|
UNITY_EDITOR | Define for calling Unity Editor scripts from your game code.定义从您的游戏代码中调用Unity编辑器脚本。 |
UNITY_STANDALONE_OSX | Platform define for compiling/executing code specifically for Mac OS (This includes Universal, PPC and Intel architectures).平台定义为Mac OS(包括通用、PPC和Intel架构)的编译/执行代码。 |
UNITY_DASHBOARD_WIDGET | Platform define when creating code for Mac OS dashboard widgets.在为Mac OS仪表板小部件创建代码时,平台定义了。 |
UNITY_STANDALONE_WIN | Use this when you want to compile/execute code for Windows stand alone applications.当您想要为Windows独立应用程序编译/执行代码时,请使用它。 |
UNITY_STANDALONE_LINUX | Use this when you want to compile/execute code for Linux stand alone applications.当您想要为Linux独立应用程序编译/执行代码时,请使用它。 |
UNITY_STANDALONE | Use this to compile/execute code for any standalone platform (Mac, Windows or Linux).使用这个来为任何独立的平台(Mac、Windows或Linux)编译/执行代码。 |
UNITY_WEBPLAYER | Platform define for web player content (this includes Windows and Mac Web player executables).平台定义了Web播放器内容(包括Windows和Mac Web播放器可执行程序)。 |
UNITY_WII | Platform define for compiling/executing code for the Wii console.平台定义了Wii控制台的编译/执行代码。 |
UNITY_IPHONE | Platform define for compiling/executing code for the iPhone platform.平台定义了iPhone平台的编译/执行代码。 |
UNITY_ANDROID | Platform define for the Android platform.平台为Android平台定义。 |
UNITY_PS3 | Platform define for running PlayStation 3 code.平台定义了运行PlayStation 3代码。 |
UNITY_XBOX360 | Platform define for executing Xbox 360 code.平台定义用于执行xbox360代码。 |
UNITY_NACL | Platform define when compiling code for Google native client (this will be set additionally to UNITY_WEBPLAYER).平台在为Google native client编译代码时定义(这将被设置为unitywebplayer)。 |
UNITY_FLASH | Platform define when compiling code for Adobe Flash.平台在为Adobe Flash编译代码时定义。 |
以后我们能够依据如上宏定义就能够去轻而易举的非常easy去在我们代码中增加推断了。我举个简单样例,例如以下:
using UnityEngine;
using System.Collections;
public class Test : MonoBehaviour
{
private string platform = string.Empty;
// Use this for initialization
void Start()
{
DebugPlatformMesaage();
}
void DebugPlatformMesaage()
{
#if UNITY_EDITOR
platform = "hi,大家好,我是在unity编辑模式下";
#elif UNITY_XBOX360
platform="hi,大家好,我在XBOX360平台";
#elif UNITY_IPHONE
platform="hi,大家好,我是IPHONE平台";
#elif UNITY_ANDROID
platform="hi,大家好,我是ANDROID平台";
#elif UNITY_STANDALONE_OSX
platform="hi,大家好,我是OSX平台";
#elif UNITY_STANDALONE_WIN
platform="hi,大家好,我是Windows平台";
#endif
Debug.Log("Current Platform:" + platform);
}
}
上面假设我是在Editor状态下的话,就能看见打印出:
我们也能够自定义宏定义,在PlayerSetting中定义:这就是预编译手段喽。。
除了这些,unity中还有各个版本号的宏定义,一般开发插件的大牛都会用到。
版本号 | 描写叙述 |
---|---|
UNITY_2_6 | Platform define for the major version of Unity 2.6. |
UNITY_2_6_1 | Platform define for specific version 1 from the major release 2.6. |
UNITY_3_0 | Platform define for the major version of Unity 3.0. |
UNITY_3_0_0 | Platform define for the specific version 0 of Unity 3.0. |
UNITY_3_1 | Platform define for major version of Unity 3.1. |
UNITY_3_2 | Platform define for major version of Unity 3.2. |
UNITY_3_3 | Platform define for major version of Unity 3.3. |
UNITY_3_4 | Platform define for major version of Unity 3.4. |
UNITY_3_5 | Platform define for major version of Unity 3.5. |
UNITY_4_0 | Platform define for major version of Unity 4.0. |
UNITY_4_0_1 | Platform define for major version of Unity 4.0.1. |
UNITY_4_1 | Platform define for major version of Unity 4.1. |
UNITY_4_2 | Platform define for major version of Unity 4.2. |