namespace UnityEditor.U2D.Aseprite { internal static class TexturePlatformSettingsModal { public struct BuildPlatformData { public string buildTargetName; public TextureImporterFormat defaultTextureFormat; public BuildTarget[] buildTarget; } // Add new platforms here public static readonly BuildPlatformData[] validBuildPlatform = new BuildPlatformData[] { new BuildPlatformData() { buildTargetName = "Default", defaultTextureFormat = TextureImporterFormat.Automatic, buildTarget = new[] { BuildTarget.NoTarget } }, new BuildPlatformData() { buildTargetName = "PC, Mac & Linux Standalone", defaultTextureFormat = TextureImporterFormat.RGBA32, buildTarget = new[] { BuildTarget.StandaloneWindows, BuildTarget.StandaloneWindows64, BuildTarget.StandaloneLinux64, BuildTarget.StandaloneOSX, } }, new BuildPlatformData() { buildTargetName = "iOS", defaultTextureFormat = TextureImporterFormat.RGBA32, buildTarget = new[] { BuildTarget.iOS } }, new BuildPlatformData() { buildTargetName = "tvOS", defaultTextureFormat = TextureImporterFormat.RGBA32, buildTarget = new[] { BuildTarget.tvOS } }, new BuildPlatformData() { buildTargetName = "Android", defaultTextureFormat = TextureImporterFormat.RGBA32, buildTarget = new[] { BuildTarget.Android } }, new BuildPlatformData() { buildTargetName = "Universal Windows Platform", defaultTextureFormat = TextureImporterFormat.RGBA32, buildTarget = new[] { BuildTarget.WSAPlayer } }, }; static TexturePlatformSettingsModal() { } } }