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.
此文为转载 https://blog.csdn.net/oskytonight/article/details/40111401