unity平台的预处理

转载自:http://blog.csdn.net/oskytonight/article/details/40111401

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.
UNITY_STANDALONE_OSX Platform define for compiling/executing code specifically for Mac OS (This includes Universal, PPC and Intel architectures).
UNITY_DASHBOARD_WIDGET Platform define when creating code for Mac OS dashboard widgets.
UNITY_STANDALONE_WIN Use this when you want to compile/execute code for Windows stand alone applications.
UNITY_STANDALONE_LINUX Use this when you want to compile/execute code for Linux stand alone applications.
UNITY_STANDALONE Use this to compile/execute code for any standalone platform (Mac, Windows or Linux).
UNITY_WEBPLAYER Platform define for web player content (this includes Windows and Mac Web player executables).
UNITY_WII Platform define for compiling/executing code for the Wii console.
UNITY_IPHONE Platform define for compiling/executing code for the iPhone platform.
UNITY_ANDROID Platform define for the Android platform.
UNITY_PS3 Platform define for running PlayStation 3 code.
UNITY_XBOX360 Platform define for executing Xbox 360 code.
UNITY_NACL Platform define when compiling code for Google native client (this will be set additionally to UNITY_WEBPLAYER).
UNITY_FLASH Platform define when compiling code for Adobe Flash.
 

 

   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:

  1. using UnityEngine;  
  2. using System.Collections;  
  3.   
  4. public class Recompile : MonoBehaviour  
  5. {  
  6.   
  7.     private string platform = string.Empty;  
  8.     // Use this for initialization  
  9.     void Start()  
  10.     {  
  11.         DebugPlatformMesaage();  
  12.     }  
  13.   
  14.     void DebugPlatformMesaage()  
  15.     {  
  16.  
  17. #if UNITY_EDITOR  
  18.         platform = "hi,大家好,我是在unity编辑模式下";  
  19. #elif UNITY_XBOX360  
  20.        platform="hi,大家好,我在XBOX360平台";  
  21. #elif UNITY_IPHONE  
  22.        platform="hi,大家好,我是IPHONE平台";  
  23. #elif UNITY_ANDROID  
  24.        platform="hi,大家好,我是ANDROID平台";  
  25. #elif UNITY_STANDALONE_OSX  
  26.        platform="hi,大家好,我是OSX平台";  
  27. #elif UNITY_STANDALONE_WIN  
  28.        platform="hi,大家好,我是Windows平台";  
  29. #endif  
  30.         Debug.Log("Current Platform:" + platform);  
  31.     }  
  32. }  

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:

 

比如我在上面圈起来的地方填写一个CUSTOM_ITF这个预编译指令。然后在DebugPlatformMesaage函数尾部增加这句话

  1. //新加入的内容  
  2. #if CUSTOM_ITF  
  3.         customMsg = "我自己定义了预编译";  
  4. #endif  
  5.         Debug.Log(customMsg);  

然后我们执行看下,你就能在控制台看见我们输出的信息了:

 

    当我们把我们自己定义的宏定义给去掉的时候,我们打印的信息就不会出来。

 

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。

 

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.
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