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C# BuildTargetGroup类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中BuildTargetGroup的典型用法代码示例。如果您正苦于以下问题:C# BuildTargetGroup类的具体用法?C# BuildTargetGroup怎么用?C# BuildTargetGroup使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



BuildTargetGroup类属于命名空间,在下文中一共展示了BuildTargetGroup类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: OnGUI

    // Use this for initialization
    void OnGUI()
    {
        bool guiDisable = EditorApplication.isCompiling || EditorApplication.isPlayingOrWillChangePlaymode;
        EditorGUI.BeginDisabledGroup( guiDisable );

        EditorGUI.BeginChangeCheck();
        targetGroup = (BuildTargetGroup)EditorGUILayout.EnumPopup( "target", targetGroup );
        romMode = (RomMode)EditorGUILayout.EnumPopup( "romMode", romMode );
        classDebugMode = (ClassDebugMode)EditorGUILayout.EnumPopup( "classDebugMode", classDebugMode );
        if( EditorGUI.EndChangeCheck() )
        {
            var tmpSymbols = CreateSymbols();
            PlayerSettings.SetScriptingDefineSymbolsForGroup( targetGroup, tmpSymbols );
        }

        var symbols = PlayerSettings.GetScriptingDefineSymbolsForGroup( targetGroup );

        GUI.enabled = true;
        var newSymbols = EditorGUILayout.TextArea( symbols, GUILayout.ExpandHeight( true ) );
        GUI.enabled = !guiDisable;
        if( symbols != newSymbols )
        {
            PlayerSettings.SetScriptingDefineSymbolsForGroup( targetGroup, newSymbols );
        }

        var scenes = EditorBuildSettings.scenes;
        foreach( var scene in scenes )
        {
            GUILayout.Label( scene.path + " " + scene.enabled );
        }

        EditorGUI.EndDisabledGroup();
    }
开发者ID:KurataKazuaki,项目名称:KemoShooting,代码行数:34,代码来源:BuildWizard.cs


示例2: EvaluateCustomArgs

    static void EvaluateCustomArgs(BuildTarget buildTarget, BuildTargetGroup buildTargetGroup)
    {
        /*Dictionary<string,string> customArgsDict = CommandLineReader.GetCustomArguments();

        foreach (KeyValuePair<string, string> entry in customArgsDict)
        {
            Debug.Log("AutoBuilder.cs - EvaluateCustomArgs() - Key = [" + entry.Key + "] / Value = [" + entry.Value + "]");
        }

        //Version
        if (customArgsDict.ContainsKey("Version"))
        {
            PlayerSettings.bundleVersion = customArgsDict["Version"];
        }
        else
        {
            Debug.LogWarning("AutoBuilder.cs - EvaluateCustomArgs() - No version number has been provided.");
        }

        //Password
        if (customArgsDict.ContainsKey("Password"))
        {
            SetPassword(customArgsDict["Password"]);
        }
        else
        {
            Debug.LogWarning("AutoBuilder.cs - EvaluateCustomArgs() - No password value has been provided.");
        }*/
    }
开发者ID:GordieRoss,项目名称:BrickizensDemo,代码行数:29,代码来源:AutoBuilder.cs


示例3: UndefineSymbol

 public static void UndefineSymbol(string symbol, BuildTargetGroup target)
 {
     var defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(target);
     defines = defines.Replace(symbol + ";", "");
     defines = defines.Replace(";" + symbol, "");
     defines = defines.Replace(symbol, "");
     PlayerSettings.SetScriptingDefineSymbolsForGroup(target, defines);
 }
开发者ID:Elendow,项目名称:GGJ2016,代码行数:8,代码来源:Light2DMenu.cs


示例4: BuildPlatform

			public BuildPlatform(string locTitle, string tooltip, BuildTargetGroup targetGroup, bool forceShowTarget)
			{
				this.targetGroup = targetGroup;
				this.name = ((targetGroup == BuildTargetGroup.Unknown) ? string.Empty : BuildPipeline.GetBuildTargetGroupName(this.DefaultTarget));
				this.title = EditorGUIUtility.TextContent(locTitle);
				this.smallIcon = (EditorGUIUtility.IconContent(locTitle + ".Small").image as Texture2D);
				this.tooltip = tooltip;
				this.forceShowTarget = forceShowTarget;
			}
开发者ID:guozanhua,项目名称:UnityDecompiled,代码行数:9,代码来源:BuildPlayerWindow.cs


示例5: IsValidBuildTargetGroup

        private static bool IsValidBuildTargetGroup(BuildTargetGroup group)
        {
            if (group == BuildTargetGroup.Unknown) return false;

            #if UNITY_5_3_0  // Unity 5.3.0 had tvOS in enum but throws error if used
            if ((int)(object)group == 25) return false;
            #endif

            return true;
        }
开发者ID:SpacesAdventure,项目名称:Kio-2,代码行数:10,代码来源:PlayMakerDefines.cs


示例6: GetShaderSettingsForPlatform

 public static PlatformShaderSettings GetShaderSettingsForPlatform(BuildTargetGroup target, ShaderHardwareTier tier)
 {
     TierSettings tierSettings = GetTierSettings(target, (GraphicsTier) tier);
     return new PlatformShaderSettings { 
         cascadedShadowMaps = tierSettings.cascadedShadowMaps,
         standardShaderQuality = tierSettings.standardShaderQuality,
         reflectionProbeBoxProjection = tierSettings.reflectionProbeBoxProjection,
         reflectionProbeBlending = tierSettings.reflectionProbeBlending
     };
 }
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:10,代码来源:EditorGraphicsSettings.cs


示例7: DefineSymbol

        public static void DefineSymbol(string symbol, BuildTargetGroup target)
        {
            UndefineSymbol(symbol, target);

            var defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(target);
            if (!defines.EndsWith(";"))
                defines += ";";
            defines += symbol;
            PlayerSettings.SetScriptingDefineSymbolsForGroup(target, defines);
        }
开发者ID:Elendow,项目名称:GGJ2016,代码行数:10,代码来源:Light2DMenu.cs


示例8: PlayerSettingsSetup

 static PlayerSettingsSetup() {
     BuildTargetGroup[] platformTargets = new BuildTargetGroup[1] { BuildTargetGroup.Standalone };
     IList<string> definesToInclude = new List<string>() { "DEBUG_ERROR", "DEBUG_WARN" };
     if (EditorWindow.GetWindow<DebugSettingsWindow>()._isDebugLogEnabled) {
         definesToInclude.Add("DEBUG_LOG");
     }
     //if (DebugSettings.Instance.EnableVerboseDebug) {
     //    definesToInclude.Add("DEBUG_LOG");
     //}
     UnityEditorUtility.ResetConditionalCompilation(platformTargets, definesToInclude.ToArray<string>());
 }
开发者ID:Maxii,项目名称:CodeEnv.Master,代码行数:11,代码来源:PlayerSettingsSetup.cs


示例9: ShowArchitectureButton

 public static void ShowArchitectureButton(BuildTargetGroup target)
 {
     bool flag;
     if (target == BuildTargetGroup.tvOS)
     {
         flag = PlayerSettings.tvOS.sdkVersion == tvOSSdkVersion.Simulator;
     }
     else
     {
         flag = PlayerSettings.iOS.sdkVersion == iOSSdkVersion.SimulatorSDK;
     }
     int scriptingBackend = (int) PlayerSettings.GetScriptingBackend(target);
     if (!flag)
     {
         int num3;
         int architecture = PlayerSettings.GetArchitecture(target);
         if (scriptingBackend == 1)
         {
             if (target == BuildTargetGroup.tvOS)
             {
                 num3 = 1;
                 PlayerSettingsEditor.BuildDisabledEnumPopup(new GUIContent("ARM64"), EditorGUIUtility.TextContent("Architecture"));
             }
             else
             {
                 num3 = PlayerSettingsEditor.BuildEnumPopup<Architecture>(EditorGUIUtility.TextContent("Architecture"), architecture, kArchitectureOrder, kArchitectureDescriptions);
             }
         }
         else
         {
             num3 = 0;
             PlayerSettingsEditor.BuildDisabledEnumPopup(new GUIContent("ARMv7"), EditorGUIUtility.TextContent("Architecture"));
         }
         if (num3 != architecture)
         {
             PlayerSettings.SetArchitecture(target, num3);
         }
     }
     else if (scriptingBackend == 1)
     {
         PlayerSettingsEditor.BuildDisabledEnumPopup(EditorGUIUtility.TextContent("x86_64"), EditorGUIUtility.TextContent("Architecture"));
     }
     else
     {
         PlayerSettingsEditor.BuildDisabledEnumPopup(EditorGUIUtility.TextContent("i386"), EditorGUIUtility.TextContent("Architecture"));
     }
 }
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:47,代码来源:SettingsUI.cs


示例10: IsValidBuildTargetGroup

        private static bool IsValidBuildTargetGroup(BuildTargetGroup group)
        {
            if (group == BuildTargetGroup.Unknown || IsObsolete(group)) return false;

            // Checking Obsolete attribute should be enough,
            // but sometimes Unity versions are missing attributes
            // so keeping these checks around just in case:

            #if UNITY_5_3_0 // Unity 5.3.0 had tvOS in enum but throws error if used
            if ((int)(object)group == 25) return false;
            #endif

            #if UNITY_5_4 || UNITY_5_5 // Unity 5.4+ doesn't like Wp8 and Blackberry any more
            if ((int)(object)group == 15) return false;
            if ((int)(object)group == 16) return false;
            #endif

            return true;
        }
开发者ID:yulcat,项目名称:GameCamp,代码行数:19,代码来源:PlayMakerDefines.cs


示例11: AddCompileDefine

    /// <summary>
    /// Attempts to add a new #define constant to the Player Settings
    /// </summary>
    /// <param name="newDefineCompileConstant">constant to attempt to define</param>
    /// <param name="targetGroups">platforms to add this for (null will add to all platforms)</param>
    public static void AddCompileDefine(string newDefineCompileConstant, BuildTargetGroup[] targetGroups = null)
    {
        if (targetGroups == null)
            targetGroups = (BuildTargetGroup[])Enum.GetValues(typeof(BuildTargetGroup));

        foreach (BuildTargetGroup grp in targetGroups)
        {
            if (grp == BuildTargetGroup.Unknown)        //the unknown group does not have any constants location
                continue;

            string defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(grp);
            if (!defines.Contains(newDefineCompileConstant))
            {
                if (defines.Length > 0)         //if the list is empty, we don't need to append a semicolon first
                    defines += ";";

                defines += newDefineCompileConstant;
                PlayerSettings.SetScriptingDefineSymbolsForGroup(grp, defines);
            }
        }
    }
开发者ID:Headgate2,项目名称:-mobile-games-pipeline,代码行数:26,代码来源:AssetDefineManager.cs


示例12: PreProcessor

        public bool PreProcessor()
        {
            _routineTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup;

            if (PlayerSettings.GetScriptingDefineSymbolsForGroup(_routineTargetGroup).Contains(Tag))
            {
                _previousDefine = true;
            }
            else
            {
                if (!string.IsNullOrEmpty(PlayerSettings.GetScriptingDefineSymbolsForGroup(_routineTargetGroup)) && 
                PlayerSettings.GetScriptingDefineSymbolsForGroup(_routineTargetGroup).Length > 0)
                {
                    PlayerSettings.SetScriptingDefineSymbolsForGroup(_routineTargetGroup, PlayerSettings.GetScriptingDefineSymbolsForGroup(_routineTargetGroup) + ";" + Tag);
                }
                else
                {
                    PlayerSettings.SetScriptingDefineSymbolsForGroup(_routineTargetGroup, Tag);
                }
            }
            return true;
        }
开发者ID:dotBunny,项目名称:uBuild,代码行数:22,代码来源:DefineModifier.cs


示例13: RemoveCompileDefine

    /// <summary>
    /// Attempts to remove a #define constant from the Player Settings
    /// </summary>
    /// <param name="defineCompileConstant"></param>
    /// <param name="targetGroups"></param>
    public static void RemoveCompileDefine(string defineCompileConstant, BuildTargetGroup[] targetGroups = null)
    {
        if (targetGroups == null)
            targetGroups = (BuildTargetGroup[])Enum.GetValues(typeof(BuildTargetGroup));

        foreach (BuildTargetGroup grp in targetGroups)
        {
            string defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(grp);
            int index = defines.IndexOf(defineCompileConstant);
            if (index < 0)
                continue;           //this target does not contain the define
            else if (index > 0)
                index -= 1;         //include the semicolon before the define
                                    //else we will remove the semicolon after the define

            //Remove the word and it's semicolon, or just the word (if listed last in defines)
            int lengthToRemove = Math.Min(defineCompileConstant.Length + 1, defines.Length - index);

            //remove the constant and it's associated semicolon (if necessary)
            defines = defines.Remove(index, lengthToRemove);

            PlayerSettings.SetScriptingDefineSymbolsForGroup(grp, defines);
        }
    }
开发者ID:Headgate2,项目名称:-mobile-games-pipeline,代码行数:29,代码来源:AssetDefineManager.cs


示例14: BuildPlatformFromTargetGroup

 public BuildPlayerWindow.BuildPlatform BuildPlatformFromTargetGroup(BuildTargetGroup group)
 {
   int index = this.BuildPlatformIndexFromTargetGroup(group);
   if (index != -1)
     return this.buildPlatforms[index];
   return (BuildPlayerWindow.BuildPlatform) null;
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:7,代码来源:BuildPlayerWindow.cs


示例15: OnSampleSettingGUI

 private void OnSampleSettingGUI(BuildTargetGroup platform, AudioImporterInspector.MultiValueStatus status, bool selectionContainsTrackerFile, ref AudioImporterInspector.SampleSettingProperties properties, bool disablePreloadAudioDataOption)
 {
   EditorGUI.showMixedValue = status.multiLoadType && !properties.loadTypeChanged;
   EditorGUI.BeginChangeCheck();
   AudioClipLoadType audioClipLoadType = (AudioClipLoadType) EditorGUILayout.EnumPopup("Load Type", (Enum) properties.settings.loadType, new GUILayoutOption[0]);
   if (EditorGUI.EndChangeCheck())
   {
     properties.settings.loadType = audioClipLoadType;
     properties.loadTypeChanged = true;
   }
   EditorGUI.BeginDisabledGroup(disablePreloadAudioDataOption);
   if (disablePreloadAudioDataOption)
     EditorGUILayout.Toggle("Preload Audio Data", false, new GUILayoutOption[0]);
   else
     EditorGUILayout.PropertyField(this.m_PreloadAudioData);
   EditorGUI.EndDisabledGroup();
   if (selectionContainsTrackerFile)
     return;
   AudioCompressionFormat[] formatsForPlatform = this.GetFormatsForPlatform(platform);
   EditorGUI.showMixedValue = status.multiCompressionFormat && !properties.compressionFormatChanged;
   EditorGUI.BeginChangeCheck();
   AudioCompressionFormat compressionFormat = (AudioCompressionFormat) EditorGUILayout.IntPopup("Compression Format", (int) properties.settings.compressionFormat, Array.ConvertAll<AudioCompressionFormat, string>(formatsForPlatform, (Converter<AudioCompressionFormat, string>) (value => value.ToString())), Array.ConvertAll<AudioCompressionFormat, int>(formatsForPlatform, (Converter<AudioCompressionFormat, int>) (value => (int) value)), new GUILayoutOption[0]);
   if (EditorGUI.EndChangeCheck())
   {
     properties.settings.compressionFormat = compressionFormat;
     properties.compressionFormatChanged = true;
   }
   if (this.CompressionFormatHasQuality(properties.settings.compressionFormat))
   {
     EditorGUI.showMixedValue = status.multiQuality && !properties.qualityChanged;
     EditorGUI.BeginChangeCheck();
     int num = EditorGUILayout.IntSlider("Quality", (int) Mathf.Clamp(properties.settings.quality * 100f, 1f, 100f), 1, 100, new GUILayoutOption[0]);
     if (EditorGUI.EndChangeCheck())
     {
       properties.settings.quality = 0.01f * (float) num;
       properties.qualityChanged = true;
     }
   }
   EditorGUI.showMixedValue = status.multiSampleRateSetting && !properties.sampleRateSettingChanged;
   EditorGUI.BeginChangeCheck();
   AudioSampleRateSetting sampleRateSetting = (AudioSampleRateSetting) EditorGUILayout.EnumPopup("Sample Rate Setting", (Enum) properties.settings.sampleRateSetting, new GUILayoutOption[0]);
   if (EditorGUI.EndChangeCheck())
   {
     properties.settings.sampleRateSetting = sampleRateSetting;
     properties.sampleRateSettingChanged = true;
   }
   if (properties.settings.sampleRateSetting == AudioSampleRateSetting.OverrideSampleRate)
   {
     EditorGUI.showMixedValue = status.multiSampleRateOverride && !properties.sampleRateOverrideChanged;
     EditorGUI.BeginChangeCheck();
     int num = EditorGUILayout.IntPopup("Sample Rate", (int) properties.settings.sampleRateOverride, AudioImporterInspector.Styles.kSampleRateStrings, AudioImporterInspector.Styles.kSampleRateValues, new GUILayoutOption[0]);
     if (EditorGUI.EndChangeCheck())
     {
       properties.settings.sampleRateOverride = (uint) num;
       properties.sampleRateOverrideChanged = true;
     }
   }
   EditorGUI.showMixedValue = false;
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:59,代码来源:AudioImporterInspector.cs


示例16: GetFormatsForPlatform

 private AudioCompressionFormat[] GetFormatsForPlatform(BuildTargetGroup platform)
 {
   List<AudioCompressionFormat> compressionFormatList = new List<AudioCompressionFormat>();
   if (platform == BuildTargetGroup.WebGL)
   {
     compressionFormatList.Add(AudioCompressionFormat.AAC);
     return compressionFormatList.ToArray();
   }
   compressionFormatList.Add(AudioCompressionFormat.PCM);
   if (platform != BuildTargetGroup.PS3 && platform != BuildTargetGroup.PSM && platform != BuildTargetGroup.PSP2)
     compressionFormatList.Add(AudioCompressionFormat.Vorbis);
   compressionFormatList.Add(AudioCompressionFormat.ADPCM);
   if (platform != BuildTargetGroup.Standalone && platform != BuildTargetGroup.WebPlayer && (platform != BuildTargetGroup.Metro && platform != BuildTargetGroup.WiiU) && (platform != BuildTargetGroup.XboxOne && platform != BuildTargetGroup.XBOX360 && platform != BuildTargetGroup.Unknown))
     compressionFormatList.Add(AudioCompressionFormat.MP3);
   if (platform == BuildTargetGroup.PSM)
     compressionFormatList.Add(AudioCompressionFormat.VAG);
   if (platform == BuildTargetGroup.PSP2)
     compressionFormatList.Add(AudioCompressionFormat.HEVAG);
   if (platform == BuildTargetGroup.WiiU)
     compressionFormatList.Add(AudioCompressionFormat.GCADPCM);
   if (platform == BuildTargetGroup.XboxOne)
     compressionFormatList.Add(AudioCompressionFormat.XMA);
   return compressionFormatList.ToArray();
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:24,代码来源:AudioImporterInspector.cs


示例17: GetOverrideStatus

 private AudioImporterInspector.OverrideStatus GetOverrideStatus(BuildTargetGroup platform)
 {
   bool flag1 = false;
   bool flag2 = false;
   if (this.GetAllAudioImporterTargets().Any<AudioImporter>())
   {
     AudioImporter audioImporter1 = this.GetAllAudioImporterTargets().First<AudioImporter>();
     flag2 = audioImporter1.Internal_ContainsSampleSettingsOverride(platform);
     IEnumerable<AudioImporter> audioImporterTargets = this.GetAllAudioImporterTargets();
     AudioImporter[] audioImporterArray = new AudioImporter[1]{ audioImporter1 };
     foreach (AudioImporter audioImporter2 in audioImporterTargets.Except<AudioImporter>((IEnumerable<AudioImporter>) audioImporterArray))
     {
       bool flag3 = audioImporter2.Internal_ContainsSampleSettingsOverride(platform);
       if (flag3 != flag2)
         flag1 = ((flag1 ? 1 : 0) | 1) != 0;
       flag2 |= flag3;
     }
   }
   if (!flag2)
     return AudioImporterInspector.OverrideStatus.NoOverrides;
   return flag1 ? AudioImporterInspector.OverrideStatus.MixedOverrides : AudioImporterInspector.OverrideStatus.AllOverrides;
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:22,代码来源:AudioImporterInspector.cs


示例18: GetMultiValueStatus

 private AudioImporterInspector.MultiValueStatus GetMultiValueStatus(BuildTargetGroup platform)
 {
   AudioImporterInspector.MultiValueStatus multiValueStatus;
   multiValueStatus.multiLoadType = false;
   multiValueStatus.multiSampleRateSetting = false;
   multiValueStatus.multiSampleRateOverride = false;
   multiValueStatus.multiCompressionFormat = false;
   multiValueStatus.multiQuality = false;
   multiValueStatus.multiConversionMode = false;
   if (this.GetAllAudioImporterTargets().Any<AudioImporter>())
   {
     AudioImporter audioImporter1 = this.GetAllAudioImporterTargets().First<AudioImporter>();
     AudioImporterSampleSettings importerSampleSettings1 = platform != BuildTargetGroup.Unknown ? audioImporter1.Internal_GetOverrideSampleSettings(platform) : audioImporter1.defaultSampleSettings;
     IEnumerable<AudioImporter> audioImporterTargets = this.GetAllAudioImporterTargets();
     AudioImporter[] audioImporterArray = new AudioImporter[1]{ audioImporter1 };
     foreach (AudioImporter audioImporter2 in audioImporterTargets.Except<AudioImporter>((IEnumerable<AudioImporter>) audioImporterArray))
     {
       AudioImporterSampleSettings importerSampleSettings2 = platform != BuildTargetGroup.Unknown ? audioImporter2.Internal_GetOverrideSampleSettings(platform) : audioImporter2.defaultSampleSettings;
       multiValueStatus.multiLoadType |= importerSampleSettings1.loadType != importerSampleSettings2.loadType;
       multiValueStatus.multiSampleRateSetting |= importerSampleSettings1.sampleRateSetting != importerSampleSettings2.sampleRateSetting;
       multiValueStatus.multiSampleRateOverride |= (int) importerSampleSettings1.sampleRateOverride != (int) importerSampleSettings2.sampleRateOverride;
       multiValueStatus.multiCompressionFormat |= importerSampleSettings1.compressionFormat != importerSampleSettings2.compressionFormat;
       multiValueStatus.multiQuality |= (double) importerSampleSettings1.quality != (double) importerSampleSettings2.quality;
       multiValueStatus.multiConversionMode |= importerSampleSettings1.conversionMode != importerSampleSettings2.conversionMode;
     }
   }
   return multiValueStatus;
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:28,代码来源:AudioImporterInspector.cs


示例19: SetEveryplayEnabledForTarget

    public static void SetEveryplayEnabledForTarget(BuildTargetGroup target, bool enabled)
    {
        string targetDefine = "";

        if(target == kBuildTargetGroupIOS) {
            targetDefine = "EVERYPLAY_IPHONE";
            // Disable PluginImporter on iOS and use xCode editor instead
            //SetPluginImportEnabled(kBuildTargetIOS, enabled);
        }
        else if(target == BuildTargetGroup.Android) {
            targetDefine = "EVERYPLAY_ANDROID";
            SetPluginImportEnabled(BuildTarget.Android, enabled);
        }

        #if UNITY_3_5
        SetGlobalCustomDefine("smcs.rsp", targetDefine, enabled);
        SetGlobalCustomDefine("gmcs.rsp", targetDefine, enabled);
        #else
        SetScriptingDefineSymbolForTarget(target, targetDefine, enabled);
        #endif
    }
开发者ID:Leii,项目名称:Everyplay_Demo_,代码行数:21,代码来源:EveryplayPostprocessor.cs


示例20: Entry

 public int this[BuildTargetGroup g]
 {
     get {
         int i = m_values.FindIndex(v => v.targetGroup == g);
         if(i >= 0) {
             return m_values[i].value;
         } else {
             return DefaultValue;
         }
     }
     set {
         int i = m_values.FindIndex(v => v.targetGroup == g);
         if(i >= 0) {
             m_values[i].value = value;
         } else {
             m_values.Add(new Entry(g, value));
         }
     }
 }
开发者ID:unity3d-jp,项目名称:AssetGraph,代码行数:19,代码来源:SerializableMultiTargetInt.cs



注:本文中的BuildTargetGroup类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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