UnityEditor.BuildPipeline.GetBuildTargetByName C# (CSharp) Method

GetBuildTargetByName() private method

private GetBuildTargetByName ( string platform ) : BuildTarget
platform string
return BuildTarget
        internal static extern BuildTarget GetBuildTargetByName(string platform);
        [MethodImpl(MethodImplOptions.InternalCall)]

Usage Example

コード例 #1
0
        public override string CalculateFinalPluginPath(string platformName, PluginImporter imp)
        {
            BuildTarget buildTargetByName = BuildPipeline.GetBuildTargetByName(platformName);
            bool        flag1             = buildTargetByName == BuildTarget.StandaloneWindows || buildTargetByName == BuildTarget.StandaloneWindows64;
            bool        flag2             = buildTargetByName == BuildTarget.StandaloneOSXIntel || buildTargetByName == BuildTarget.StandaloneOSXIntel64 || buildTargetByName == BuildTarget.StandaloneOSXUniversal;
            bool        flag3             = buildTargetByName == BuildTarget.StandaloneLinux || buildTargetByName == BuildTarget.StandaloneLinux64 || buildTargetByName == BuildTarget.StandaloneLinuxUniversal;

            if (!flag3 && !flag2 && !flag1)
            {
                throw new Exception(string.Format("Failed to resolve standalone platform, platform string '{0}', resolved target '{1}'", (object)platformName, (object)buildTargetByName.ToString()));
            }
            if (flag1 && !this.IsUsableOnWindows(imp) || flag2 && !this.IsUsableOnOSX(imp) || flag3 && !this.IsUsableOnLinux(imp))
            {
                return(string.Empty);
            }
            string platformData = imp.GetPlatformData(platformName, "CPU");

            if (string.Compare(platformData, "None", true) == 0)
            {
                return(string.Empty);
            }
            if (!string.IsNullOrEmpty(platformData) && string.Compare(platformData, "AnyCPU", true) != 0)
            {
                return(Path.Combine(platformData, Path.GetFileName(imp.assetPath)));
            }
            return(Path.GetFileName(imp.assetPath));
        }
All Usage Examples Of UnityEditor.BuildPipeline::GetBuildTargetByName