using TinaX; namespace TinaXEditor.Utils { public static class XPlatformEditorUtil { public static UnityEditor.BuildTarget GetBuildTarget(XRuntimePlatform xPlatform) { switch (xPlatform) // !! Visual Studio 会给这地方建议改成C#8的模式匹配表达式,不要动,Unity目前只支持C#7.2语法!! { default: return UnityEditor.BuildTarget.NoTarget; case XRuntimePlatform.Windows: return UnityEditor.BuildTarget.StandaloneWindows64; case XRuntimePlatform.UniversalWindowsPlatform: return UnityEditor.BuildTarget.WSAPlayer; case XRuntimePlatform.Linux: return UnityEditor.BuildTarget.StandaloneLinux64; case XRuntimePlatform.OSX: return UnityEditor.BuildTarget.StandaloneOSX; case XRuntimePlatform.iOS: return UnityEditor.BuildTarget.iOS; case XRuntimePlatform.Android: return UnityEditor.BuildTarget.Android; case XRuntimePlatform.XBox: return UnityEditor.BuildTarget.XboxOne; case XRuntimePlatform.PS4: return UnityEditor.BuildTarget.PS4; case XRuntimePlatform.NSwitch: return UnityEditor.BuildTarget.Switch; case XRuntimePlatform.Windows32: return UnityEditor.BuildTarget.StandaloneWindows; } } } }