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C# UnityEditor.ToString方法代码示例

本文整理汇总了C#中UnityEditor.ToString方法的典型用法代码示例。如果您正苦于以下问题:C# UnityEditor.ToString方法的具体用法?C# UnityEditor.ToString怎么用?C# UnityEditor.ToString使用的例子?那么, 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UnityEditor的用法示例。


在下文中一共展示了UnityEditor.ToString方法的2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: GroupToHumaneString

 /**
  *  from build target group to human friendly string for display purpose.
  */
 public static string GroupToHumaneString(UnityEditor.BuildTargetGroup g)
 {
     switch(g) {
     case BuildTargetGroup.Android:
         return "Android";
     case BuildTargetGroup.iOS:
         return "iOS";
     case BuildTargetGroup.Nintendo3DS:
         return "Nintendo 3DS";
     case BuildTargetGroup.PS3:
         return "PlayStation 3";
     case BuildTargetGroup.PS4:
         return "PlayStation 4";
     case BuildTargetGroup.PSM:
         return "PlayStation Mobile";
     case BuildTargetGroup.PSP2:
         return "PlayStation Vita";
     case BuildTargetGroup.SamsungTV:
         return "Samsung TV";
     case BuildTargetGroup.Standalone:
         return "PC/Mac/Linux Standalone";
     case BuildTargetGroup.Tizen:
         return "Tizen";
     case BuildTargetGroup.tvOS:
         return "tvOS";
     case BuildTargetGroup.WebGL:
         return "WebGL";
     case BuildTargetGroup.WiiU:
         return "Wii U";
     case BuildTargetGroup.WSA:
         return "Windows Store Apps";
     case BuildTargetGroup.XBOX360:
         return "Xbox 360";
     case BuildTargetGroup.XboxOne:
         return "Xbox One";
     case BuildTargetGroup.Unknown:
         return "Unknown";
     default:
         return g.ToString() + "(deprecated)";
     }
 }
开发者ID:unity3d-jp,项目名称:AssetGraph,代码行数:44,代码来源:BuildTargetUtility.cs

示例2: TargetToHumaneString

 /**
  *  from build target to human friendly string for display purpose.
  */
 public static string TargetToHumaneString(UnityEditor.BuildTarget t)
 {
     switch(t) {
     case BuildTarget.Android:
         return "Android";
     case BuildTarget.iOS:
         return "iOS";
     case BuildTarget.Nintendo3DS:
         return "Nintendo 3DS";
     case BuildTarget.PS3:
         return "PlayStation 3";
     case BuildTarget.PS4:
         return "PlayStation 4";
     case BuildTarget.PSM:
         return "PlayStation Mobile";
     case BuildTarget.PSP2:
         return "PlayStation Vita";
     case BuildTarget.SamsungTV:
         return "Samsung TV";
     case BuildTarget.StandaloneLinux:
         return "Linux Standalone";
     case BuildTarget.StandaloneLinux64:
         return "Linux Standalone(64-bit)";
     case BuildTarget.StandaloneLinuxUniversal:
         return "Linux Standalone(Universal)";
     case BuildTarget.StandaloneOSXIntel:
         return "OSX Standalone";
     case BuildTarget.StandaloneOSXIntel64:
         return "OSX Standalone(64-bit)";
     case BuildTarget.StandaloneOSXUniversal:
         return "OSX Standalone(Universal)";
     case BuildTarget.StandaloneWindows:
         return "Windows Standalone";
     case BuildTarget.StandaloneWindows64:
         return "Windows Standalone(64-bit)";
     case BuildTarget.Tizen:
         return "Tizen";
     case BuildTarget.tvOS:
         return "tvOS";
     case BuildTarget.WebGL:
         return "WebGL";
     case BuildTarget.WiiU:
         return "Wii U";
     case BuildTarget.WSAPlayer:
         return "Windows Store Apps";
     case BuildTarget.XBOX360:
         return "Xbox 360";
     case BuildTarget.XboxOne:
         return "Xbox One";
     default:
         return t.ToString() + "(deprecated)";
     }
 }
开发者ID:unity3d-jp,项目名称:AssetGraph,代码行数:56,代码来源:BuildTargetUtility.cs


注:本文中的UnityEditor.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。