平台依赖编译

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Unity includes a feature named “Platform Dependent Compilation”. This consists of some preprocessor directives that let you divide your scripts to compile and execute a section of code exclusively for one of the supported platforms.

Unity包含一个名为”平台依赖编译”的功能。他包含一些预处理指令,能够让你专门在一个支持的平台上分开编译和执行某一段代码

Furthermore,you can run this code within the Editor,so you can compile the code specifically for your mobile/console and test it in the Editor!

此外,你可以在编辑器中运行此代码,这样你就可以在mobile/console上编译此代码,并在编辑器中对其进行测试!

Platform Defines 平台的定义
The platform defines that Unity supports for your scripts are:

Unity支持的平台定义脚本是:

UNITY_EDITORDefine for calling Unity Editor scripts from your game code.
定义从游戏代码调用Unity编辑器脚本

UNITY_STANDALONE_OSXPlatform define for compiling/executing code specifically for Mac OS (This includes Universal,PPC and Intel architectures).
专门用于Mac OS(包括Universal,PPC and Intel架构)编译或执行的代码的平台定义

UNITY_DASHBOARD_WIDGETPlatform define when creating code for Mac OS dashboard widgets.
当为Mac OS dashboard widgets创建代码时的平台定义

UNITY_STANDALONE_WINUse this when you want to compile/execute code for Windows stand alone applications.
在你想为Windows独立的应用程序编译/执行代码时使用的脚本

UNITY_WEBPLAYERPlatform define for web player content (this includes Windows and Mac Web player executables).
平台定义网页播放器的内容(包括Windows和Mac播放器的可执行文件)

UNITY_WIIPlatform define for compiling/executing code for the Wii console.
为Wii游戏机编译/执行的代码的平台定义脚本

UNITY_IPHONEPlatform define for compiling/executing code for the iPhone platform.
为iPhone平台编译/执行的代码的平台定义脚本

UNITY_ANDROIDPlatform define for the Android platform.
为Android平台的平台定义脚本

UNITY_PS3Platform define for running Play Station 3 code.
为运行PS3代码的平台定义脚本

UNITY_XBox360Platform define for executing XBBox 360 code.
为执行XBBox360代码的平台定义脚本

UNITY_NACLPlatform define when compiling code for Google native client (this will be set additionally to UNITY_WEBPLAYER).
为Google本地客户端(在UNITY_WEBPLAYER进行设置)编译代码的平台定义脚本

UNITY_FLASHPlatform define when compiling code for Adobe Flash.
为了Adobe Flash编译时的代码的平台定义脚本

Note: These defines were introduced at version 3.0.
注意:这些定义在3.0版本时被引入。

Also you can compile code selectively depending on the version of the engine you are working on. Currently the supported ones are:
你可以选择性的编译代码,这取决于你正在使用的引擎的版本。目前支持的有:

UNITY_2_6Platform define for the major version of Unity 2.6.
支持Unity2.6主版本号的平台定义

UNITY_2_6_1Platform define for specific version 1 from the major release 2.6.
支持2.6以后的具体版本2.6.1的平台定义

UNITY_3_0Platform define for the major version of Unity 3.0.
支持Unity3.0主版本号的平台定义

UNITY_3_0_0Platform define for the specific version 0 of Unity 3.0.
支持Unity3.0版本以后特定的版本3.0.0的平台定义

UNITY_3_1Platform define for major version of Unity 3.1.
支持Unity3.1主版本号的平台定义

UNITY_3_2Platform define for major version of Unity 3.2.
支持Unity3.2主版本号的平台定义

UNITY_3_3Platform define for major version of Unity 3.3.
支持Unity3.3主版本号的平台定义

UNITY_3_4Platform define for major version of Unity 3.4.
支持Unity3.4主版本号的平台定义

UNITY_3_5Platform define for major version of Unity 3.5.
支持Unity3.5主版本号的平台定义

Note: For versions before 2.6.0 there are no platform defines as this feature was first introduced in that version.
注意:之前2.6.0版本中没有平台定义,此功能是在该版本中首次引入。

Testing precompiled code.
测试预编译的代码

We are going to show a small example of how to use the precompiled code. This will simply print a message that depends on the platform you have selected to build your target.
我们要展示如何使用预编译代码的一个小例子,这将根据你选择要生成目标平台输出一条消息。

First of all,select the platform you want to test your code against by clicking on File -> Build Settings. This will bring the build settings window to select your target platform.

首先,通过单击File->Bulid Settings选择你想测试你的代码的目标平台,将需要在设置窗口里选择你的目标平台。

Build Settings window with the WebPlayer Selected as Target platform.
生成设置窗口中选择WebPlayer作为目标平台

Select the platform you want to test your precompiled code against and press the Switch Editor button to tell Unity which platform you are targeting.

选择你想测试的预编译代码,按下Switch Editor按钮告诉Unity你要测试的目标平台。

Create a script and copy/paste this code:

创建一个脚本,复制/粘贴这段代码

JavaScript Example:

function Awake() {
#if UNITY_EDITOR
Debug.Log(“Unity Editor”);
#endif

#if UNITY_IPHONE
Debug.Log(“Iphone”);
#endif

#if UNITY_STANDALONE_OSX
Debug.Log(“Stand Alone OSX”);
#endif

#if UNITY_STANDALONE_WIN
Debug.Log(“Stand Alone Windows”);
#endif
}

C# Example:

using UnityEngine;
using System.Collections;

public class PlatformDefines : MonoBehavIoUr {
void Start () {

#if UNITY_EDITOR
  Debug.Log("Unity Editor");
#endif

#if UNITY_IPHONE
  Debug.Log("Iphone");
#endif

#if UNITY_STANDALONE_OSX
Debug.Log("Stand Alone OSX");
#endif

#if UNITY_STANDALONE_WIN
  Debug.Log("Stand Alone Windows");
#endif

}
}

Boo Example:
import UnityEngine
class PlatformDefines (MonoBehavIoUr):

def Start ():
    ifdef UNITY_EDITOR:
        Debug.Log("Unity Editor")

    ifdef UNITY_IPHONE:
        Debug.Log("IPhone")

    ifdef UNITY_STANDALONE_OSX:
        Debug.Log("Stand Alone OSX")

    ifdef not UNITY_IPHONE:
        Debug.Log("not an iPhone")Then,depending on which platform you selected,one of the messages will get printed on the Unity console when you press play.

然后,根据你选择的平台,当按下Play时,Unity会在控制台中输出一条消息。

原文链接:https://www.f2er.com/javaschema/284875.html

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