using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif namespace AssetBundles { public class Utility { public const string AssetBundlesOutputPath = "AssetBundles"; public static string GetPlatformName() { #if UNITY_EDITOR return GetPlatformForAssetBundles(EditorUserBuildSettings.activeBuildTarget); #else return GetPlatformForAssetBundles(Application.platform); #endif } #if UNITY_EDITOR private static string GetPlatformForAssetBundles(BuildTarget target) { switch(target) { case BuildTarget.Android: return "Android"; case BuildTarget.iOS: return "iOS"; case BuildTarget.WebGL: return "WebGL"; case BuildTarget.StandaloneWindows: case BuildTarget.StandaloneWindows64: return "Windows"; case BuildTarget.StandaloneOSX: return "OSX"; // Add more build targets for your own. // If you add more targets, don't forget to add the same platforms to GetPlatformForAssetBundles(RuntimePlatform) function. default: return null; } } #endif private static string GetPlatformForAssetBundles(RuntimePlatform platform) { switch(platform) { case RuntimePlatform.Android: return "Android"; case RuntimePlatform.IPhonePlayer: return "iOS"; case RuntimePlatform.WebGLPlayer: return "WebGL"; case RuntimePlatform.WindowsPlayer: return "Windows"; case RuntimePlatform.OSXPlayer: return "OSX"; // Add more build targets for your own. // If you add more targets, don't forget to add the same platforms to GetPlatformForAssetBundles(RuntimePlatform) function. default: return null; } } } }