Application类位于UnityEngine下,用于访问应用程序在运行时的一些数据。这个类不包含实例属性和实例方法,这就意味着在脚本中我们直接通过Application类来调用其静态的属性静态方法来控制程序运行时的数据。
为了更好的了解这个类,下面列举了Unity官网提供的静态属性和静态方法
静态属性(Static Variables)
静态属性 | 英文解释 | 中文说明 |
---|---|---|
string dataPath | Contains the path to the game data folder (Read Only). | 游戏数据路径 |
string persistentDataPath | Contains the path to a persistent data directory (Read Only). | 持久化数据路径。 |
string ** streamingAssetsPath** | Contains the path to the StreamingAssets folder (Read Only). | 流数据缓存目录。 |
string temporaryCachePath | Contains the path to a temporary data / cache directory (Read Only). | 零时缓存目录。 |
int levelCount | The total number of levels available (Read Only). | 场景的总数。 |
int loadedLevel | The level index that was last loaded (Read Only). | 当前加载的场景序号 |
int loadedLevelName | The name of the level that was last loaded (Read Only). | 当前加载的场景名称。 |
bool isLoadingLevel | Is some level being loaded? (Read Only). isLoadingLevel returns true if a level load was requested this frame already. | 表示当前加载的场景是否还需要当前帧。 |
NetworkReachability internetReachability | Returns the type of Internet reachability currently possible on the device. | 表示当前设备的网络连接方式。 |
RuntimePlatform platform | Returns the platform the game is running (Read Only). | 表示当前游戏运行的平台。 |
bool isConsolePlatform | Is the current Runtime platform a known console platform. | 表示当前运行的平台是否为控制台。 |
bool isMobilePlatform | Is the current Runtime platform a known mobile platform. | 当前运行的平台是否为移动平台。 |
bool isWebPlayer | Are we running inside a web player? (Read Only). | 当前运行的平台是否为web平台。 |
bool isEditor | Are we running inside the Unity editor? (Read Only). | 表示当前是否在Unity编辑器环境中运行程序。 |
int targetFrameRate | Instructs game to try to render at a specified frame rate. | 帧速率。 |
ThreadPriority **backgroundLoadingPriority ** | Priority of background loading thread. | 表示后台加载优先级。 |
string bundleIdentifier | eturns application bundle identifier at runtime. | 表示应用运行时的标识符。 |
string cloudProjectId | A unique cloud project identifier. It is unique for every project (Read Only). | 云应用的唯一标识符。 |
string companyName | Return application company name (Read Only). | 应用的公司名称。 |
ApplicationInstallMode installMode | Returns application install mode (Read Only). | 应用安装模式。 |
bool runInBackground | Should the player be running when the application is in the background? | 应用是否在后台运行。 |
ApplicationSandboxType sandboxType | Returns application running in sandbox (Read Only). | 应用程序运行的沙箱类型。 |
string srcValue | The path to the web player data file relative to the html file (Read Only). | web player 文件的路径。 |
int ** streamedBytes** | How many bytes have we downloaded from the main unity web stream (Read Only). | 字节流数。 |
SystemLanguage systemLanguage | How many bytes have we downloaded from the main unity web stream (Read Only). | 当前系统使用的语言。 |
string unityVersion | The version of the Unity runtime used to play the content. | Unity的版本。 |
string version | Returns application version number (Read Only). | 应用版本。 |
int webSecurityEnabled | Indicates whether Unity's webplayer security model is enabled. | unity 的webplayer的安全模式是否开启。 |
string absoluteURL | The absolute path to the web player data file (Read Only). | 用于保存在web浏览器中数据文件的绝对路径。 |
bool **genuine ** | Returns false if application is altered in any way after it was built. | |
bool genuineCheckAvailable | Contains the path to the game data folder (Read Only). | |
ApplicationInstallMode installMode | Returns application install mode (Read Only). | 应用安装模式。 |
静态方法(Static Functions)
静态方法 | 英文解释 | 中文说明 |
---|---|---|
void LoadLevel(int index); void LoadLevel(string name); | Loads the level by its name or index. | 根据场景名称和索引号加载场景 |
void LoadLevelAdditive(int index);void LoadLevelAdditive(string name); | Loads a level additively. | 根据场景名称和索引号加载场景,但是当前场景的物体不销毁 |
** AsyncOperation LoadLevelAsync(int index); AsyncOperation LoadLevelAsync(string levelName);** | Loads the level asynchronously in the background. | 异步加载场景 |
** AsyncOperation LoadLevelAdditiveAsync(int index); AsyncOperation LoadLevelAdditiveAsync(string levelName);** | Loads the level additively and asynchronously in the background. | 异步加载场景,而且当前物体不销毁 |
** void Quit();** | Quits the player application. | 退出游戏 |
** void CancelQuit();** | Cancels quitting the application. This is useful for showing a splash screen at the end of a game. | 取消应用退出。 |
** bool CanStreamedLevelBeLoaded(int levelIndex);** | Can the streamed level be loaded? | 获得当前levelindex的场景是否被加载。 |
** void CaptureScreenshot(string filename, int superSize = 0);** | Captures a screenshot at path filename as a PNG file. | 截屏。 |
** void OpenURL(string url);** | Opens the url in a browser. | 在浏览器中访问网址 |
** AsyncOperation RequestUserAuthorization(UserAuthorization mode);** | Request authorization to use the webcam or microphone in the Web Player. | 请求获得权限 |
** void ExternalCall(string functionName, params object[] args);** | alls a function in the containing web page (Web Player only). | 在webplayer 调用一个javaScrip函数。 |
** void ExternalEval(string script);** | Evaluates script snippet in the containing web page (Web Player only). | 在webplayer上执行javascrip片段。 |
** float GetStreamProgressForLevel(int levelIndex);** | How far has the download progressed? [0...1]. | 下载进度。 |
** bool HasUserAuthorization(UserAuthorization mode);** | pCheck if the user has authorized use of the webcam or microphone in the Web Player. | 检测用户是否有webcam和手机在webpalyer的权限。 |
结语
虽然以上罗列的属性和方法官网API都有详细的介绍,但这里我用表格的形式展现出这些方法和属性,阅读起来更直观,同时我将常用的放在前面,功能相似的属性和方法放在一块,这样好做一个区分和比较。
第一篇文章就这样写完了,虽然没有写什么实质性的内容,但还是感觉蛮有成就感的,最重要的是已经迈出了第一步,敢写敢做,立马行动,以前知道写博客文章很重要,但是迟迟没有行动,所以说路在脚下,要敢于往前走。还有就是学会了使用markdown,一开始用的时候感觉挺不适应的,但慢慢写下来,熟悉了语法,觉得还是挺好用的,好处不用说,谁用谁知道。
今天只是一个开始,坚持!继续加油!
写于 2016年7月19 ->2016年7月20更新
深圳
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