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using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace AssetBundles
{
public class Utility
{
public const string AssetBundlesOutputPath = "AssetBundles";
public static string GetPlatformName()
{
#if UNITY_EDITOR
return GetPlatformForAssetBundles(EditorUserBuildSettings.activeBuildTarget);
#else
return GetPlatformForAssetBundles(Application.platform);
#endif
}
#if UNITY_EDITOR
private static string GetPlatformForAssetBundles(BuildTarget target)
{
switch(target)
{
case BuildTarget.Android:
return "Android";
case BuildTarget.iOS:
return "iOS";
case BuildTarget.WebGL:
return "WebGL";
case BuildTarget.StandaloneWindows:
case BuildTarget.StandaloneWindows64:
return "Windows";
case BuildTarget.StandaloneOSXIntel:
case BuildTarget.StandaloneOSXIntel64:
case BuildTarget.StandaloneOSXUniversal:
return "OSX";
// Add more build targets for your own.
// If you add more targets, don't forget to add the same platforms to GetPlatformForAssetBundles(RuntimePlatform) function.
default:
return null;
}
}
#endif
private static string GetPlatformForAssetBundles(RuntimePlatform platform)
{
switch(platform)
{
case RuntimePlatform.Android:
return "Android";
case RuntimePlatform.IPhonePlayer:
return "iOS";
case RuntimePlatform.WebGLPlayer:
return "WebGL";
case RuntimePlatform.WindowsPlayer:
return "Windows";
case RuntimePlatform.OSXPlayer:
return "OSX";
// Add more build targets for your own.
// If you add more targets, don't forget to add the same platforms to GetPlatformForAssetBundles(RuntimePlatform) function.
default:
return null;
}
}
}
}