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C# Platform.ToString方法代码示例

本文整理汇总了C#中Platform.ToString方法的典型用法代码示例。如果您正苦于以下问题:C# Platform.ToString方法的具体用法?C# Platform.ToString怎么用?C# Platform.ToString使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Platform的用法示例。


在下文中一共展示了Platform.ToString方法的7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,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: ApplyLocalPosition

	public void ApplyLocalPosition(Platform platform) {
		#if UNITY_4_6
		var rectTransform = GetComponent<RectTransform>();
		#endif
		
		if(localPositionPerPlatform != null) {
			foreach(LocalPositionPerPlatform pair in localPositionPerPlatform) {
				if (isCompatiblePlatform(platform, pair.platform)) {
					#if UNITY_4_6
					if (rectTransform != null) rectTransform.localPosition = pair.localPosition;
					else transform.localPosition = pair.localPosition;
					#else
					transform.localPosition = pair.localPosition;
					#endif
					break;
				}
			}
		}
		
		if(Platforms.IsPlatformAspectBased(platform.ToString()) && localPositionPerAspectRatio != null) {
			foreach(LocalPositionPerAspectRatio pair in localPositionPerAspectRatio) {
				if(AspectRatios.GetAspectRatio() == pair.aspectRatio) {
					#if UNITY_4_6
					if (rectTransform != null) rectTransform.localPosition = pair.localPosition;
					else transform.localPosition = pair.localPosition;
					#else
					transform.localPosition = pair.localPosition;
					#endif
					break;
				}
			}
		}
		
		// if an anchor position, it will override others
		#if UNITY_4_6
		if(anchorPositions != null && rectTransform == null) {
		#else
		if(anchorPositions != null) {
		#endif
			foreach(AnchorPosition pair in anchorPositions) {
				// make sure we have a camera to align to
				var cam = pair.alignmentCamera;
				if (cam == null)
				{
					Debug.LogError("No alignment camera is attached to GameObject: " + gameObject.name);
					continue;
				}
				
				// get screen size
				float screenWidth = Screen.width, screenHeight = Screen.height;
				#if UNITY_EDITOR
				if (UseEditorApplyMode) AspectRatios.getScreenSizeHack(out screenWidth, out screenHeight);
				#endif
				
				// get position
				var pos = pair.screenPosition;
				
				if (pair.positionXAsPercent) 
					pos.x *= screenWidth;// * 0.01f;
				if (pair.positionYAsPercent) 
					pos.y *= screenHeight;// * 0.01f;
				
				// global calculations
				var ray = cam.ScreenPointToRay(pos);
				var planePoint = RayInersectPlane(ray, -cam.transform.forward, transform.position);
				
				ray = cam.ScreenPointToRay(Vector3.zero);
				var bottomLeft = RayInersectPlane(ray, -cam.transform.forward, transform.position);
				
				ray = cam.ScreenPointToRay(new Vector3(screenWidth, screenHeight, 0));
				var topRight = RayInersectPlane(ray, -cam.transform.forward, transform.position);
				
				// get object radius
				float radius = 0;
				var renderer = GetComponent<Renderer>();
				if (renderer != null) radius = (renderer.bounds.max - renderer.bounds.min).magnitude * .5f;
				
				// get new projected width and height
				var screenSize = (topRight - bottomLeft);
				screenWidth = Vector3.Dot(screenSize, cam.transform.right);
				screenHeight = Vector3.Dot(screenSize, cam.transform.up);
				
				// horizontal alignment types
				switch (pair.horizontalAlignment)
				{
					case HorizontalAlignments.Left: planePoint += cam.transform.right * (!pair.centerX ? radius : 0); break;
					case HorizontalAlignments.Right: planePoint += cam.transform.right * (screenWidth - (!pair.centerX ? radius : 0)); break;
					case HorizontalAlignments.Center: planePoint += cam.transform.right * (screenWidth * .5f); break;
				}
				
				// vertical alignment types
				switch (pair.verticalAlignment)
				{
					case VerticalAlignments.Bottom: planePoint += cam.transform.up * (!pair.centerY ? radius : 0); break;
					case VerticalAlignments.Top: planePoint += cam.transform.up * (screenHeight - (!pair.centerY ? radius : 0)); break;
					case VerticalAlignments.Center: planePoint += cam.transform.up * (screenHeight * .5f); break;
				}
				
				// set final position
				transform.position = planePoint;
//.........这里部分代码省略.........
开发者ID:CodeXoR,项目名称:Boomer,代码行数:101,代码来源:PlatformSpecifics.cs

示例2: VerifyEmitWithNoResources

 private void VerifyEmitWithNoResources(CSharpCompilation comp, Platform platform)
 {
     var options = TestOptions.ReleaseExe.WithPlatform(platform);
     CompileAndVerify(comp.WithAssemblyName("EmitWithNoResourcesAllPlatforms_" + platform.ToString()).WithOptions(options));
 }
开发者ID:rgani,项目名称:roslyn,代码行数:5,代码来源:EmitMetadata.cs

示例3: ApplyLocalScale

	public void ApplyLocalScale(Platform platform) {
		#if UNITY_4_6
		var rectTransform = GetComponent<RectTransform>();
		#endif

		if(localScalePerPlatform != null) {
			foreach(LocalScalePerPlatform pair in localScalePerPlatform) {
				if (isCompatiblePlatform(platform, pair.platform)) {
					#if UNITY_4_6
					if (rectTransform != null) rectTransform.localScale = pair.localScale;
					else transform.localScale = pair.localScale;
					#else
					transform.localScale = pair.localScale;
					#endif
					break;
				}
			}
		}
		
		if(Platforms.IsPlatformAspectBased(platform.ToString()) && localScalePerAspectRatio != null) {
			foreach(LocalScalePerAspectRatio pair in localScalePerAspectRatio) {
				if(AspectRatios.GetAspectRatio() == pair.aspectRatio) {
					#if UNITY_4_6
					if (rectTransform != null) rectTransform.localScale = pair.localScale;
					else transform.localScale = pair.localScale;
					#else
					transform.localScale = pair.localScale;
					#endif
					break;
				}
			}
		}
	}
开发者ID:CodeXoR,项目名称:Boomer,代码行数:33,代码来源:PlatformSpecifics.cs

示例4: PlatformSpecificChanges

    //=====
    //Run through all of the scenes (working on duplicates) and make changes specified in PlatformSpecifics BEFORE building
    //=====
    public static void PlatformSpecificChanges(Platform platform, bool stripMaterials)
    {
        //Set platform override to the specified platform during the platform-specific changes, but revert back
        //to the platform that was originally set at the end
        string previousPlatformOverride = EditorPrefs.GetString (Platforms.editorPlatformOverrideKey, "Standalone");
        EditorPrefs.SetString (Platforms.editorPlatformOverrideKey, platform.ToString ());

        //Make sure to use the proper array of scenes, specified at the top of the file
        if (platform == Platform.WebPlayer)
            levels = webPlayerScenes;
        else if (platform == Platform.iPhone)
            levels = iPhoneScenes;
        else if (platform == Platform.iPad)
            levels = iPadScenes;
        else if (platform == Platform.Android)
            levels = androidScenes;
        else if (platform == Platform.FlashPlayer)
            levels = flashPlayerScenes;
        else if (platform == Platform.NaCl)
            levels = naClScenes;
        #if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_1
        else if (platform == Platform.WP8)
            levels = winPhoneScenes;
        else if (platform == Platform.Windows8)
            levels = windows8Scenes;
        #endif
        else
            levels = standaloneScenes;

        //=====
        //First, save the current scene!
        //WARNING Running a build will save your current scene
        //This is 'destructive' if you're not using version control or didnt want to save.
        //=====
        EditorApplication.SaveScene (EditorApplication.currentScene);

        //Duplicate the scenes to work on them, then we can restore the originals later on
        foreach (string scenePath in levels) {
            string newPath = scenePath.Insert (scenePath.IndexOf (".unity"), "_temp");
            //Rename the original scenes with a _temp suffix
            AssetDatabase.MoveAsset (scenePath, newPath);
            //Rename original scene file
            AssetDatabase.CopyAsset (newPath, scenePath);
            //Create duplicate file that uses the original scene file name
        }

        //Loop through each scene
        foreach (string scenePath in levels) {
            //Open the scene
            EditorApplication.OpenScene (scenePath);
            Debug.Log ("Processing scene: " + scenePath);

            //Find all instances of PlatformSpecifics and apply the changes specified therein
            PlatformSpecifics[] specifics = FindObjectsOfType (typeof(PlatformSpecifics)) as PlatformSpecifics[];
            ApplyPlatformSpecifics (specifics, platform, stripMaterials);

            //Save, then do it again!
            EditorApplication.SaveScene (scenePath);
            AssetDatabase.Refresh ();
        }

        //Set the Editor to return to the first scene in the build settings, now that we're done combing through the scenes
        EditorApplication.OpenScene (levels[0]);

        //Revert platform override to what was previously set
        EditorPrefs.SetString (Platforms.editorPlatformOverrideKey, previousPlatformOverride);
    }
开发者ID:azanium,项目名称:TruthNIslam-Unity,代码行数:70,代码来源:BuildProcess.cs

示例5: ApplyLocalScale

    public void ApplyLocalScale(Platform platform)
    {
        if(localScalePerPlatform != null) {
            foreach(LocalScalePerPlatform pair in localScalePerPlatform) {
                if (isCompatiblePlatform(platform, pair.platform)) {
                    transform.localScale = pair.localScale;
                    break;
                }
            }
        }

        if(Platforms.IsPlatformAspectBased(platform.ToString()) && localScalePerAspectRatio != null) {
            foreach(LocalScalePerAspectRatio pair in localScalePerAspectRatio) {
                if(AspectRatios.GetAspectRatio() == pair.aspectRatio) {
                    transform.localScale = pair.localScale;
                    break;
                }
            }
        }
    }
开发者ID:azanium,项目名称:TruthNIslam-Unity,代码行数:20,代码来源:PlatformSpecifics.cs

示例6: generateProfilerOutputName

 private string generateProfilerOutputName(Platform platform, Version framework)
 {
     var activeRunGuid = Guid.NewGuid();
     var dir = Path.GetTempPath();
     var filename = string.Format("mm_output_{0}_{1}_v{2}_{4}_{3}.log", Process.GetCurrentProcess().Id, platform.ToString(), framework.ToString(), activeRunGuid.ToString(), Path.GetFileNameWithoutExtension(Path.GetTempFileName()));
     return Path.Combine(dir, filename);
 }
开发者ID:jeroldhaas,项目名称:ContinuousTests,代码行数:7,代码来源:MinimizingPreProcessor.cs

示例7: OnGUI

    void OnGUI()
    {
        currentEditorPlatform = (EditorPlatform)EditorGUILayout.EnumPopup("Platform: ", (System.Enum)currentEditorPlatform);
        currentPlatform = convertPlatform(currentEditorPlatform);
        if(GUI.changed) {
            EditorPrefs.SetString(Platforms.editorPlatformOverrideKey, currentPlatform.ToString());
        }

        // apply changes to scene
        if (GUILayout.Button("Apply To Scene")) applyPlatformToScene();
    }
开发者ID:CodeXoR,项目名称:Boomer,代码行数:11,代码来源:EasyPlatform.cs


注:本文中的Platform.ToString方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。