WebApr 7, 2024 · Conditional Compilation. Unity’s support for the C# language includes the use of directives, which allow you to selectively include or exclude code from compilation, based on whether certain … WebMar 14, 2024 · If a method has multiple Conditional attributes, compiler includes calls to the method if one or more conditional symbols are defined (the symbols are logically linked together by using the OR operator). In the following example, the presence of either A or B results in a method call: C#
C# 循环条件_C#_Winforms_Loops_Conditional Statements - 多多扣
WebJun 20, 2024 · It causes conditional compilation of method calls, depending on the specified value such as Debug or Trace. For example, it displays the values of the variables while debugging a code. The following is the syntax of conditional attributes − [Conditional( conditionalSymbol )] Let us see how to work with Conditional attributes −. … WebIn C# the preprocessor directives are used to help in conditional compilation. Unlike C and C++ directives, they are not used to create macros. A preprocessor directive must be the only instruction on a line. Preprocessor Directives in C# The following table lists the preprocessor directives available in C# − The #define Preprocessor iom shipping registry
Conditional compilation for ignoring method calls …
WebSep 15, 2024 · Set a conditional compiler switch on the command line. The compiler will include trace or debug code in the executable. For example, the following compiler instruction entered on the command line would include your tracing code in a compiled executable: For Visual Basic: vbc -r:System.dll -d:TRACE=TRUE -d:DEBUG=FALSE … WebConditional Compilation. Unity’s support for the C# language includes the use of directives, which allow you to selectively include or exclude code from compilation, based on whether certain scripting symbols are defined or not defined. You can read more broadly about how these directives work in C# on the Microsoft C# preprocessor directives ... WebAug 31, 2024 · To use those methods, add a folder named "Editor" to your project and in it create a C# file named "EditorUtils". Then just copy and paste the above code and you can use those methods in any editor script. I use them to enable/disable my own plugins, which is very convenient if you can do that by pressing a button. iom shining force