unity SystemInfo类 获得电量battery
我觉得用Unity 开发最爽的地方, 不是unity跨平台,而是用其他语言,要用很复杂的逻辑才能完成的功能,unity用一两句代码就能搞定
就比如说获取Android 系统的电量,不用发广播,不用申请权限,一句 SystemInfo.batteryLevel 轻松搞定。
关于设备信息,我们可以通过 SystemInfo类 来获得
Static Properties
| batteryLevel | 当前电量 (Read Only). |
| batteryStatus | 返回电池的状态,是否在充电等 (Read Only). |
| copyTextureSupport | 支持Graphics.CopyTexture的种类 (Read Only). |
| deviceModel | The model of the device (Read Only). |
| deviceName | The user defined name of the device (Read Only). |
| deviceType | 返回本应用程序所正在运行的设备(Read Only). |
| deviceUniqueIdentifier | 返回设备的唯一标识符 (Read Only). |
| graphicsDeviceID | 图形设备的标识符 |
| graphicsDeviceName | 图形设备的名称 |
| graphicsDeviceType | The graphics API type used by the graphics device (Read Only). |
| graphicsDeviceVendor | The vendor of the graphics device (Read Only). |
| graphicsDeviceVendorID | The identifier code of the graphics device vendor (Read Only). |
| graphicsDeviceVersion | The graphics API type and driver version used by the graphics device (Read Only). |
| graphicsMemorySize | Amount of video memory present (Read Only). |
| graphicsMultiThreaded | Is graphics device using multi-threaded rendering (Read Only)? |
| graphicsShaderLevel | Graphics device shader capability level (Read Only). |
| graphicsUVStartsAtTop | Returns true if the texture UV coordinate convention for this platform has Y starting at the top of the image. |
| maxCubemapSize | Maximum Cubemap texture size (Read Only). |
| maxTextureSize | Maximum texture size (Read Only). |
| npotSupport | What NPOT (non-power of two size) texture support does the GPU provide? (Read Only) |
| operatingSystem | Operating system name with version (Read Only). |
| operatingSystemFamily | Returns the operating system family the game is running on (Read Only). |
| processorCount | Number of processors present (Read Only). |
| processorFrequency | Processor frequency in MHz (Read Only). |
| processorType | Processor name (Read Only). |
| supportedRenderTargetCount | How many simultaneous render targets (MRTs) are supported? (Read Only) |
| supports2DArrayTextures | Are 2D Array textures supported? (Read Only) |
| supports3DRenderTextures | Are 3D (volume) RenderTextures supported? (Read Only) |
| supports3DTextures | Are 3D (volume) textures supported? (Read Only) |
| supportsAccelerometer | Is an accelerometer available on the device? |
| supportsAudio | Is there an Audio device available for playback? |
| supportsComputeShaders | Are compute shaders supported? (Read Only) |
| supportsCubemapArrayTextures | Are Cubemap Array textures supported? (Read Only) |
| supportsGyroscope | Is a gyroscope available on the device? |
| supportsImageEffects | Are image effects supported? (Read Only) |
| supportsInstancing | Is GPU draw call instancing supported? (Read Only) |
| supportsLocationService | Is the device capable of reporting its location? |
| supportsMotionVectors | Whether motion vectors are supported on this platform. |
| supportsRawShadowDepthSampling | Is sampling raw depth from shadowmaps supported? (Read Only) |
| supportsRenderToCubemap | Are cubemap render textures supported? (Read Only) |
| supportsShadows | Are built-in shadows supported? (Read Only) |
| supportsSparseTextures | Are sparse textures supported? (Read Only) |
| supportsVibration | 是否支持震动 |
| systemMemorySize | 内存大小 |
| unsupportedIdentifier | Value returned by SystemInfo string properties which are not supported on the current platform. |
| usesReversedZBuffer | 如果当前平台使用反向深度缓冲区(取值范围从1附近的平面和0到远平面),如果深度缓冲区是正常的(0在附近,1则远),则此属性为true。(只读) |
unity SystemInfo类 获得电量battery的更多相关文章
- Unity 改变类模板-为你的类添加一个命名空间
之前在写代码的时候,就很疑惑为什么创建类的时候.没有命名空间呢? 后来自己的类终于和别人写的类名字有冲突.... 如何修改Unity创建类的模板呢? 找到下面这个文件 然后修改 保存文件在Uni ...
- Unity3D的SystemInfo类,用于获取运行设备硬件信息(CPU、显卡、类型等)
SystemInfo类中的静态变量: 中文显示: Rendering.CopyTextureSupport copyTextureSupport:(只读)支持多种复制纹理功能的情况. string ...
- [Editor]Unity Editor类常用方法
Editor文档资料 Unity教程之-Unity Attribute的使用总结:http://www.unity.5helpyou.com/3550.html 利用unity3d属性来设置Inspe ...
- unity -- Time类(持续更新中)
2018年了,新年总是会制定很多具体目标和计划,不管能否坚持去完成,初衷和决心总是要有的.本年第一篇博客终于开始下笔了,先立一些今年和公司业务无关的的flag: 1.希望每月或两月能看一套蛮牛游戏上的 ...
- Unity Editor 编写unity插件类
在unity写了一个编辑类,基于iTweenpath插件,为了更方便的操作iTweenpath,顺便练习UnityEditor的操作,写了一个CreateiTweenPath,放在Editor文件夹中 ...
- unity, 自定义类中使用print
在unity脚本中自定义c#类,而且不继承MonoBehaviour的话,若还想在其中使用print函数,可以用MonoBehaviour.print(...).
- Unity 将一个类序列化并以 ".asset" 类型存储在 Resources 文件夹下
概念: 序列化 (Serialization)将对象的状态信息转换为可以存储或传输的形式的过程.在序列化期间,对象将其当前状态写入到临时或持久性存储区.以后,可以通过从存储区中读取或反序列化对象的状态 ...
- Unity PlayerPrefs类进行扩展(整个对象进行保存)
盘子脸在制作单机游戏的时候,先以为没有好多数据需要保存本地. 就没有使用json等格式自己进行保存. 使用PlayerPrefs类,但是后面字段越来越多的时候. PlayerPrefs保存就发现要手动 ...
- Unity Debug类
静态变量 developerConsoleVisible 报告是否开发控制台是可见的.开发控制台不能出现使用: isDebugBuild 在构建设置对话框中有一个叫做"发展构建"复 ...
随机推荐
- 【算法】Dijkstra算法(单源最短路径问题)(路径还原) 邻接矩阵和邻接表实现
Dijkstra算法可使用的前提:不存在负圈. 负圈:负圈又称负环,就是说一个全部由负权的边组成的环,这样的话不存在最短路,因为每在环中转一圈路径总长就会边小. 算法描述: 1.找到最短距离已确定的顶 ...
- 解决IE7、IE8样式不兼容问题
方法:要在页面中加入如下HTTP meta-tag: <meta http-equiv="X-UA-Compatible" content="IE=EmulateI ...
- 响应式流API的构建基础
下面三个重要的概念是响应式流API的构建基础: 发布者是事件的发送方,可以向它订阅. 订阅者是事件订阅方. 订阅将发布者和订阅者联系起来,使订阅者可以向发布者发送信号. http://www.info ...
- Webpack的作用(一个基础的打包编译工具在做什么?)
结论: 转换ES6语法成ES5 处理模块加载依赖 生成一个可以在浏览器加载执行的 js 文件 第一个问题,转换语法,其实我们可以通过babel来做.核心步骤也就是: 通过babylon生成AST 通过 ...
- WPF 获取应用的所有窗口
原文:WPF 获取应用的所有窗口 本文告诉大家如何获取应用内的所有窗口,无论这些窗口有没显示 在 WPF 可以通过 Application.Current.Windows 列举应用的所有窗口 fore ...
- 大浪淘沙,JSP终将死去
首先讲明,我不是标题党. 这纯属我个人的意见.勿喷. 先来讲讲JSP是怎么出现的吧. 在早期的WEB中,JS.CSS远未成熟,技术慷慨向并不明白!因为前端语言的匮乏.各家大公司都推出基于后端的模板语言 ...
- 深度学习系列之ANN
watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQvd3F0aGFoYQ==/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA ...
- python之路-------字符串与正則表達式
1.1.#####去掉字符串中的转义符string.strip() print "hello\tworld\n" >>> word="\thello w ...
- 【金阳光測试】基于控件核心技术探讨---Android自己主动化系列(2)---2013年5月
第一讲分享了下安卓自己主动化一些概况和一些自己主动化框架现状和技术可以解决什么样的问题. 这次课就深入到android世界里面.遨游.翱翔.深入了解自己主动化測试核心技术. 搞过编程开发的同学听到in ...
- 自定义标签 Unable to find setter method for attribute
变量的首字母不能大写 http://blog.csdn.net/looksun/article/details/7690601