SPlatformInfo.cs 4.3 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. namespace SFramework
  5. {
  6. public class SPlatformInfo
  7. {
  8. private static string _unityEditorEditorUserBuildSettingsActiveBuildTarget;
  9. /// <summary>
  10. /// UnityEditor.EditorUserBuildSettings.activeBuildTarget, Can Run in any platform~
  11. /// </summary>
  12. public static string UnityEditor_EditorUserBuildSettings_activeBuildTarget
  13. {
  14. get
  15. {
  16. if (Application.isPlaying && !string.IsNullOrEmpty(_unityEditorEditorUserBuildSettingsActiveBuildTarget))
  17. {
  18. return _unityEditorEditorUserBuildSettingsActiveBuildTarget;
  19. }
  20. var assemblies = System.AppDomain.CurrentDomain.GetAssemblies();
  21. foreach (var a in assemblies)
  22. {
  23. if (a.GetName().Name == "UnityEditor")
  24. {
  25. System.Type lockType = a.GetType("UnityEditor.EditorUserBuildSettings");
  26. //var retObj = lockType.GetMethod(staticMethodName,
  27. // System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public)
  28. // .Invoke(null, args);
  29. //return retObj;
  30. var p = lockType.GetProperty("activeBuildTarget");
  31. var em = p.GetGetMethod().Invoke(null, new object[] { }).ToString();
  32. _unityEditorEditorUserBuildSettingsActiveBuildTarget = em;
  33. return em;
  34. }
  35. }
  36. return null;
  37. }
  38. }
  39. /// <summary>
  40. /// Different platform's assetBundles is incompatible.
  41. /// CosmosEngine put different platform's assetBundles in different folder.
  42. /// Here, get Platform name that represent the AssetBundles Folder.
  43. /// </summary>
  44. /// <returns>Platform folder Name</returns>
  45. public static string GetBuildPlatformName()
  46. {
  47. string buildPlatformName = "Windows"; // default
  48. if (Application.isEditor)
  49. {
  50. var buildTarget = UnityEditor_EditorUserBuildSettings_activeBuildTarget;
  51. //UnityEditor.EditorUserBuildSettings.activeBuildTarget;
  52. switch (buildTarget)
  53. {
  54. case "StandaloneOSX":
  55. case "StandaloneOSXIntel":
  56. case "StandaloneOSXIntel64":
  57. case "StandaloneOSXUniversal":
  58. buildPlatformName = "MacOS";
  59. break;
  60. case "StandaloneWindows": // UnityEditor.BuildTarget.StandaloneWindows:
  61. case "StandaloneWindows64": // UnityEditor.BuildTarget.StandaloneWindows64:
  62. buildPlatformName = "Windows";
  63. break;
  64. case "Android": // UnityEditor.BuildTarget.Android:
  65. buildPlatformName = "Android";
  66. break;
  67. case "iPhone": // UnityEditor.BuildTarget.iPhone:
  68. case "iOS":
  69. buildPlatformName = "iOS";
  70. break;
  71. default:
  72. Debug.Assert(false);
  73. break;
  74. }
  75. }
  76. else
  77. {
  78. switch (Application.platform)
  79. {
  80. case RuntimePlatform.OSXPlayer:
  81. buildPlatformName = "MacOS";
  82. break;
  83. case RuntimePlatform.Android:
  84. buildPlatformName = "Android";
  85. break;
  86. case RuntimePlatform.IPhonePlayer:
  87. buildPlatformName = "iOS";
  88. break;
  89. case RuntimePlatform.WindowsPlayer:
  90. #if !UNITY_5_4_OR_NEWER
  91. case RuntimePlatform.WindowsWebPlayer:
  92. #endif
  93. buildPlatformName = "Windows";
  94. break;
  95. default:
  96. Debug.Assert(false);
  97. break;
  98. }
  99. }
  100. return buildPlatformName;
  101. }
  102. }
  103. }