Unity屏幕适配

这个是知识扩展面,最好记下一下常用参数,常用的代码块之类的,为了提高开发效率。最好建议你这么做!


Unity屏幕适配_第1张图片
屏幕适配01.png
// 屏幕适配问题
const int PANEL_HEIGHT_DEFAULT = 640;
const float ADPATE_ASPECTRATIO_MIN = 1.5f; // (窗口比值)窗口支持的最小长宽比


// UIPanel 使用此值作为 Manual Height
public static int GetPanelHeight()
{
    int panelHeight = PANEL_HEIGHT_DEFAULT;
    float aspacetRation = Screen.width * 1.0f / Screen.height;

    if(aspacetRation < ADPATE_ASPECTRATIO_MIN)
    {
        int minWidth = (int)(Screen.height * ADPATE_ASPECTRATIO_MIN);
        panelHeight = PANEL_HEIGHT_DEFAULT * minWidth / Screen.width;
    }

    return panelHeight;
}


public static int GetPanelWidth()
{
    return GetPanelHeight () * Screen.width / Screen.height;

}       
Unity屏幕适配_第2张图片
02.png

02—1.png
// 情况2 根据屏幕长宽比动态调节 UIPanels 和 UI2DSprite 的宽度和高度
const float ADAPTE_ASPECTRATIO_4T03 = 1.334f;
const float ADAPTE_ASPECTRATIO_3T02 = 1.5f;
const float ADAPTE_ASPECTRATIO_16T09 = 1.77f;


public Sprite splashSprite;


int width = Screen.width;
int height = Screen.height;
float aspectRantion = Screen.width *1.0f /Screen.height;
string splashTextureName = null;


//生命周期
void Start () {

    if (aspectRantion <= ADAPTE_ASPECTRATIO_4T03) {
        splashTextureName = @"Textures/splash_4to3@1dpi";
    } else if (aspectRantion <= ADAPTE_ASPECTRATIO_3T02) {
        splashTextureName = @"Textures/splash_3to2@xhdpi";
    } else if (aspectRantion <= ADAPTE_ASPECTRATIO_16T09) {
        splashTextureName = @"Textures/splash_16to9@xhdpi";
    } else 
    {
        splashTextureName = @"Textures/splash_16to2@xhdpi";
    }

    Sprite splashTexture = (Sprite)Resources.Load (splashTextureName, typeof(Sprite));
    if (splashTexture != null) {
        int textureWidth = (int)splashTexture.textureRect.width;
        int textureHeight = (int)splashTexture.textureRect.height;
        splashSprite.sprite2D = splashTexture;

        if (Screen.height < textureHeight) {
            textureWidth = textureWidth * Screen.height / textureHeight;
            textureHeight = Screen.height;
        }

        if (aspectRantion > ADAPTE_ASPECTRATIO_16T09) {
            textureWidth = Screen.width;
            textureHeight = textureWidth * 640 / 1136;
        }

        root.manualHeight = textureWidth;
        splashSprite.width = textureHeight;
        splashSprite.height = textureHeight;

    }
    else 
    {
        Debug.LogWarning (string.Format("NO Sprite At Resource Path {0} Found!",splashTextureName));
    }
}

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