UnityEditor.BuildPlayerWindow.BuildPlatforms.GetArchitecturesForPlatform C# (CSharp) Method

GetArchitecturesForPlatform() public static method

public static GetArchitecturesForPlatform ( BuildTarget target ) : BuildTarget>.Dictionary
target BuildTarget
return BuildTarget>.Dictionary
            public static Dictionary<GUIContent, BuildTarget> GetArchitecturesForPlatform(BuildTarget target)
            {
                Dictionary<GUIContent, BuildTarget> dictionary;
                BuildTarget target2 = target;
                switch (target2)
                {
                    case BuildTarget.StandaloneOSXUniversal:
                    case BuildTarget.StandaloneOSXIntel:
                    case BuildTarget.StandaloneOSXIntel64:
                        dictionary = new Dictionary<GUIContent, BuildTarget>();
                        dictionary.Add(EditorGUIUtility.TextContent("x86"), BuildTarget.StandaloneOSXIntel);
                        dictionary.Add(EditorGUIUtility.TextContent("x86_64"), BuildTarget.StandaloneOSXIntel64);
                        dictionary.Add(EditorGUIUtility.TextContent("Universal"), BuildTarget.StandaloneOSXUniversal);
                        return dictionary;

                    case BuildTarget.StandaloneWindows:
                        break;

                    case BuildTarget.StandaloneLinux64:
                    case BuildTarget.StandaloneLinuxUniversal:
                        goto Label_0078;

                    default:
                        switch (target2)
                        {
                            case BuildTarget.StandaloneLinux:
                                goto Label_0078;

                            case ((BuildTarget) 0x12):
                                goto Label_00F2;

                            case BuildTarget.StandaloneWindows64:
                                break;

                            default:
                                goto Label_00F2;
                        }
                        break;
                }
                dictionary = new Dictionary<GUIContent, BuildTarget>();
                dictionary.Add(EditorGUIUtility.TextContent("x86"), BuildTarget.StandaloneWindows);
                dictionary.Add(EditorGUIUtility.TextContent("x86_64"), BuildTarget.StandaloneWindows64);
                return dictionary;
            Label_0078:
                dictionary = new Dictionary<GUIContent, BuildTarget>();
                dictionary.Add(EditorGUIUtility.TextContent("x86"), BuildTarget.StandaloneLinux);
                dictionary.Add(EditorGUIUtility.TextContent("x86_64"), BuildTarget.StandaloneLinux64);
                dictionary.Add(EditorGUIUtility.TextContent("x86 + x86_64 (Universal)"), BuildTarget.StandaloneLinuxUniversal);
                return dictionary;
            Label_00F2:
                return null;
            }