Unity 屏幕适配小脚本
屏幕适配是可以通过代码实现的,相信给你时间就一定能写出来. 我们公司貌似没有分辨率适配框架通常对应小屏幕的苹果4要额外设置下等等就完了!
屏幕适配框架实现思路: 通过代码获取当前的分辨率 –> 选择不同图片显示 –> 游戏场景对分辨的相应变化
屏幕简单适配的小脚本:
using UnityEngine; using System.Collections; public class ScreenWide : MonoBehaviour { public Vector2 designResolution = new Vector2(960f, 640f); //设计的时候分辨率 public FitType match = FitType.stretch; //屏幕适配的类型 public bool isUseFit; //是否使用屏幕适配 [HideInInspector] public Vector2 percentage; //屏幕是配比 [HideInInspector] public float percentageWH = 0; [HideInInspector] public Vector3 old_scale; public void Start(){ old_scale = transform.localScale; //进行分辨率适配 if (isUseFit) { Fit(); } } public void Fit() { //计算百分比 高,宽 percentage = new Vector2(designResolution.x / (Screen.width * 1.0f), designResolution.y / (Screen.height * 1.0f)); percentageWH = Screen.width / (Screen.height * 1.0f) / (designResolution.x / designResolution.y); switch (match) { case FitType.stretch: //拉伸 transform.localScale = new Vector3(old_scale.x * percentageWH, old_scale.y * percentageWH, old_scale.z); break; case FitType.accordingHeight:// 以高为准 transform.localScale = new Vector3(old_scale.x / percentage.y, old_scale.y / percentage.y, old_scale.z); break; case FitType.accordingWidth:// 以宽为准 transform.localScale = new Vector3(old_scale.x / percentage.x, old_scale.y / percentage.x, old_scale.z); break; case FitType.onlyHeight: // 只有宽拉伸 transform.localScale = new Vector3(old_scale.x, percentageWH * old_scale.y, old_scale.z); break; case FitType.onlyWidth: // 不进行图片适配 transform.localScale = new Vector3(percentageWH * old_scale.x, old_scale.y, old_scale.z); break; } } } /// <summary> /// 屏幕适配枚举 /// </summary> public enum FitType { /// <summary> /// 拉伸 /// </summary> stretch, /// <summary> /// 以高为准 /// </summary> accordingHeight, /// <summary> /// 以宽为准 /// </summary> accordingWidth, /// <summary> /// 只有高拉伸 /// </summary> onlyHeight, /// <summary> /// 只有宽拉伸 /// </summary> onlyWidth, /// <summary> /// 不进行图片适配 /// </summary> none }
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