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:
- using UnityEngine;
- using System.Collections;
-
- public class Recompile : MonoBehaviour
- {
-
- private string platform = string.Empty;
-
- 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:
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
-
- #if CUSTOM_ITF
- customMsg = "我自己定义了预编译";
- #endif
- 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. | |