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这里先公布一个,自己写得unityUI的适配的方案(插播)

2014-06-30 18:24 337 查看
这个适配是根据坐标系的象限的思想来进项适配的,参考了部分的NGUI的适配方案。

在程序的其实,来测量UI距离相机边界的像素然后根据比例来进行适配,个人觉得还不错。 放码!。

有个前提哦就是你要先定一个尺寸。假如我优先适配1024*768。那在放置这个脚本之前,要把自己的界面还成1024*768的哦。我是根据第一次来进行适配的哦。

using UnityEngine;
using System.Collections;
#if UNITY_EDITOR
using UnityEditor;
#endif

public enum QuadrantLayout{
Quadrant1,
Quadrant2,
Quadrant3,
Quadrant4
}

[ExecuteInEditMode]
public class AutoLayout  : MonoBehaviour{

[HideInInspector] public QuadrantLayout quadrant;
[HideInInspector] public Vector2 margin;
Vector3 lastPostion;

#if UNITY_EDITOR
[HideInInspector] [SerializeField] private bool isFirstLoad=true;
int pixelWidth;
void Awake(){
lastPostion = this.transform.localPosition;
if(isFirstLoad){
updateMarginOffset();
isFirstLoad=false;
}else{
resetMarginOffset();
}
}

void Update(){
if(!Application.isPlaying){
if(Vector3.Distance(lastPostion,this.transform.localPosition)>0.001f && Selection.activeGameObject == this.gameObject){
updateMarginOffset();
UnityEditor.EditorUtility.SetDirty(this);
}else{
resetMarginOffset();
}
lastPostion = this.transform.localPosition;
}else{
if((int)Camera.main.pixelWidth!=pixelWidth){
resetMarginOffset();
}
pixelWidth = (int)Camera.main.pixelWidth;
}
}
#else
void Start(){
resetMarginOffset();
}
#endif

void updateMarginOffset(){
float m = (Camera.main.WorldToScreenPoint(new Vector3(1,0,0))-Camera.main.WorldToScreenPoint(Vector3.zero)).x;
float halfWidth=Camera.main.pixelWidth/2.0f/m;
float halfHeight=Camera.main.pixelHeight/2.0f/m;
Vector3 v = this.transform.position;

//1
if(v.x>=0 && v.y>=0){
quadrant = QuadrantLayout.Quadrant1;
margin = new Vector2(halfWidth-v.x,halfHeight-v.y);
//2
}else if(v.x>=0 && v.y<=0){
quadrant = QuadrantLayout.Quadrant2;
margin = new Vector2(halfWidth-v.x,halfHeight+v.y);
//3
}else if(v.x<=0 && v.y<=0){
quadrant = QuadrantLayout.Quadrant3;
margin = new Vector2(halfWidth+v.x,halfHeight+v.y);
//4
}else if(v.x<=0 && v.y>=0){
quadrant = QuadrantLayout.Quadrant4;
margin = new Vector2(halfWidth+v.x,halfHeight-v.y);
}

}

void resetMarginOffset(){
Vector3 sv = Vector3.zero;

float m = (Camera.main.WorldToScreenPoint(new Vector3(1,0,0))-Camera.main.WorldToScreenPoint(Vector3.zero)).x;
float halfWidth=Camera.main.pixelWidth/2.0f/m;
float halfHeight=Camera.main.pixelHeight/2.0f/m;

switch(quadrant){
case QuadrantLayout.Quadrant1:
sv = new Vector3(halfWidth-margin.x,halfHeight-margin.y,0);
break;
case QuadrantLayout.Quadrant2:
sv = new Vector3(halfWidth-margin.x,margin.y-halfHeight,0);
break;
case QuadrantLayout.Quadrant3:
sv = new Vector3(margin.x-halfWidth,margin.y-halfHeight,0);
break;
case QuadrantLayout.Quadrant4:
sv = new Vector3(margin.x-halfWidth,halfHeight-margin.y,0);
break;
}

sv.z = this.transform.position.z;

transform.position = sv;
}
}
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