66 lines
1.6 KiB
C#
66 lines
1.6 KiB
C#
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;
|
|
}
|
|
}
|
|
}
|
|
} |