上代码:
using UnityEngine;
[RequireComponent(typeof(Camera))]
public class SpriteAdapter : MonoBehaviour {
[System.Serializable]
public class SpriteInfo
{
public SpriteRenderer Value = null;
public EFillModel Model = EFillModel.ShowAll;
}
public enum EFillModel
{
/// <summary>
/// 显示图片的所有内容
/// </summary>
ShowAll,
/// <summary>
/// 使图片内容填满屏幕
/// </summary>
Full,
/// <summary>
/// 根据图片高度填充屏幕
/// </summary>
WithHeight,
/// <summary>
/// 根据图片宽度填充屏幕
/// </summary>
WithWidth
}
public enum EUpdateType
{
/// <summary>
/// 只在唤醒时更新一次
/// </summary>
UpdateOnAwake,
/// <summary>
/// 再每次视口发生变化的时候更新一次
/// </summary>
UpdateOnViewportChanged
}
public EUpdateType TickType = EUpdateType.UpdateOnAwake;
public SpriteInfo[] Members;
Camera Viewport;
float ScreenRatio;
void Awake () {
Viewport = GetComponent<Camera>();
UpdateAll();
}
private void LateUpdate()
{
if (TickType != EUpdateType.UpdateOnViewportChanged) return;
if (ScreenRatio != Viewport.aspect)
{
UpdateAll();
}
}
/// <summary>
/// 更新所有应用屏幕适配的图片
/// </summary>
void UpdateAll()
{
for (int i = 0; i < Members.Length; i++)
{
AdaptSpriteRender(Members[i]);
}
ScreenRatio = Viewport.aspect;
}
/// <summary>
/// 使sprite铺满整个屏幕
/// </summary>
private void AdaptSpriteRender(SpriteInfo _spriteInfo)
{
SpriteRenderer spriteRenderer = _spriteInfo.Value;
Vector3 scale = spriteRenderer.transform.localScale;
float cameraheight = Viewport.orthographicSize * 2;
float camerawidth = cameraheight * Viewport.aspect;
float texr = (float)spriteRenderer.sprite.texture.width / spriteRenderer.sprite.texture.height;
float viewr = camerawidth / cameraheight;
switch (_spriteInfo.Model)
{
case EFillModel.WithHeight:
//> 根据图片高度进行填充
scale *= cameraheight / spriteRenderer.bounds.size.y;
break;
case EFillModel.WithWidth:
//> 根据图片宽度进行填充
scale *= camerawidth / spriteRenderer.bounds.size.x;
break;
case EFillModel.Full:
//> 填满整个屏幕
if (viewr >= texr)
{
if(viewr >= 1 && texr >= 1 || texr < 1)
scale *= camerawidth / spriteRenderer.bounds.size.x;
else
scale *= cameraheight / spriteRenderer.bounds.size.y;
}
else
{
if (viewr <= 1 || texr > 1)
scale *= cameraheight / spriteRenderer.bounds.size.y;
else
scale *= camerawidth / spriteRenderer.bounds.size.x;
}
break;
default:
//> 在屏幕上显示图片的全部内容
if (viewr >= texr)
{
scale *= cameraheight / spriteRenderer.bounds.size.y;
}
else
{
scale *= camerawidth / spriteRenderer.bounds.size.x;
}
break;
}
spriteRenderer.transform.localScale = scale;
}
}
如何使用:
1.把脚本挂在Camera上
2.把需要进行屏幕适配的SpriteRender对象放在Member队列中
3.选择更新类型EUpdateType、选择适配类型EFillModel即可文章来源:https://www.toymoban.com/news/detail-830566.html
文章来源地址https://www.toymoban.com/news/detail-830566.html
到了这里,关于Unity解决:Unity SpriteRenderer屏幕自适应的多种模式【动态调整大小 以遮盖Ipad所谓的安全区问题】的文章就介绍完了。如果您还想了解更多内容,请在右上角搜索TOY模板网以前的文章或继续浏览下面的相关文章,希望大家以后多多支持TOY模板网!