using System.Collections; using System.Collections.Generic; using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif namespace AppUI.Config { [System.Serializable] public class GamePlayInfo { public string ScoreType; public int PlayTime; public int GameType; } public static class GlobalConfig { // 箭重 public static readonly float[] ArrowWeights = { 20f, 27f, 30.5f }; // 按钮值 public static readonly int[] Buttons = { 0, 1 }; // 按钮文字 public static readonly string[] ButtonStrs = { "ON", "OFF" }; public static readonly LanguageEnum[] UILanguages = { LanguageEnum.English, LanguageEnum.Japan, LanguageEnum.Chinese }; public static readonly string[] LanguageTexts = { "English", "日本語", "中文" }; public static readonly int[] ShootLevels = { 0, 1, 2 }; public static readonly string[] ShootLevelStrs = { "Easy", "Normal", "Hard" }; /// /// 用于版本文案等展示:真机读 ;Editor 读 Build Target(避免 WindowsEditor)。 /// public static string GetPlatformDisplayName() { #if UNITY_EDITOR switch (EditorUserBuildSettings.activeBuildTarget) { case BuildTarget.Android: return "Android"; case BuildTarget.iOS: return "iOS"; default: return "Android"; } #else switch (Application.platform) { case RuntimePlatform.Android: return "Android"; case RuntimePlatform.IPhonePlayer: return "iOS"; default: return Application.platform.ToString(); } #endif } } }