强制屏幕到所需要的长宽比,可以根据需要自由选择是否应用强制比例.其中包括返回校正后的屏幕宽度,高度(Screen.width/height)和鼠标位置(Input.mousePosition).
将这个脚本放在编译顺序较优先的文件夹中,比如 Standard Assets, (Plugins是最先编译的),因此你可以用Js,C#等语言调用AspectUtility来使用它.首先要将它附加到Camera上,它同样可以附加给其他物体,如果你赋给其他物体,它将主动尝试找到标签为"Main Camera"的相机.对于WantedAspectRatio这个值,常见的是4:3为1.333333,16:10为1.6,16:9为1.777778,如果屏幕的纵宽比与设定的相同,不会有任何变化.如果与设定的纵宽比不同,将用黑色填充缺少的部分.
这样会导致有些方法返回不正确,比如Screen.width和Screen.height会返回实际屏幕尺寸,而不是主相机的尺寸,为了纠正这个问题,可以使用AspectUtility.screenWidth和AspectUtility.screenHeight.
同样的,Input.mousePosition也会有些问题,这种情况可以使用AspectUtility.mousePosition获取需要的值.
有一点要注意,这些变量在脚本刚唤醒的时候可能不能正确获取到,这就需要等待脚本开始后再访问它们.
当屏幕尺寸变化,例如Webplayer,采用4:3的比例,用户切换全屏后变成了16:9,这时候就需要用AspectUtility.SetCamera()重设脚本相机.
OnGUI代码在用AspectRatioEnforcer时需要做一些额外的工作.OnGUI的代码独立于Camera画在屏幕上的.所以相机改变了矩阵尺寸,它不会自动变化.这时候我们要特别处理一下.
如果你是用GUILayout来排列GUI,可以用GUILayout.BeginArea和EndArea来定义一个范围,像下面这样:
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function
GUILayout.Label( "Hello" ); GUILayout.Label( "there" ); } |
修改它为:
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function
GUILayout.BeginArea(AspectUtility.screenRect); GUILayout.Label( "Hello" ); GUILayout.Label( "there" ); GUILayout.EndArea(); } |
如果已经用过BeginArea/EndArea,你可以直接在外面再嵌套AspectUtility.screenRect,它仍旧会处理好的.
如果你没有使用GUILayout,那么可以添加x和y的偏移来修正所有GUI的Rect,可以用AspectUtility.xOffset 和 AspectUtility.yOffset来得到偏移量,比如你平时这样写:
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function
GUI.Label(Rect(50, 50, 100, 30), "Hello" ); GUI.Label(Rect(75, 75, 100, 30), "there" ); } |
现在改成:
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function
var x = AspectUtility.xOffset; var y = AspectUtility.yOffset; GUI.Label(Rect(x + 50, y + 50, 100, 30), "Hello" ); GUI.Label(Rect(x + 75, y + 75, 100, 30), "there" ); } |
通常在OnGUI里获得鼠标位置用的是Event.current.mousePosition,在这里我们应该改使用AspectUtility.guiMousePosition.
AspectUtility.cs脚本
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using
public AspectUtility : MonoBehaviour { public float _wantedAspectRatio = 1.3333333f; static float wantedAspectRatio; static Camera cam; static Camera backgroundCam; void Awake () { cam = camera; if (!cam) { cam = Camera.main; } if (!cam) { Debug.LogError ( "No camera available" ); return ; } wantedAspectRatio = _wantedAspectRatio; SetCamera(); } public static void SetCamera () { float currentAspectRatio = ( float )Screen.width / Screen.height; // If the current aspect ratio is already approximately equal to the desired aspect ratio, // use a full-screen Rect (in case it was set to something else previously) if (( int )(currentAspectRatio * 100) / 100.0f == ( int )(wantedAspectRatio * 100) / 100.0f) { cam.rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f); if (backgroundCam) { Destroy(backgroundCam.gameObject); } return ; } // Pillarbox if (currentAspectRatio > wantedAspectRatio) { float inset = 1.0f - wantedAspectRatio/currentAspectRatio; cam.rect = new Rect(inset/2, 0.0f, 1.0f-inset, 1.0f); } // Letterbox else { float inset = 1.0f - currentAspectRatio/wantedAspectRatio; cam.rect = new Rect(0.0f, inset/2, 1.0f, 1.0f-inset); } if (!backgroundCam) { // Make a new camera behind the normal camera which displays black; otherwise the unused space is undefined backgroundCam = new GameObject( "BackgroundCam" , typeof (Camera)).camera; backgroundCam.depth = int .MinValue; backgroundCam.clearFlags = CameraClearFlags.SolidColor; backgroundCam.backgroundColor = Color.black; backgroundCam.cullingMask = 0; } } public static int screenHeight { get { return ( int )(Screen.height * cam.rect.height); } } public static int screenWidth { get { return ( int )(Screen.width * cam.rect.width); } } public static int xOffset { get { return ( int )(Screen.width * cam.rect.x); } } public static int yOffset { get { return ( int )(Screen.height * cam.rect.y); } } public static Rect screenRect { get { return new Rect(cam.rect.x * Screen.width, cam.rect.y * Screen.height, cam.rect.width * Screen.width, cam.rect.height * Screen.height); } } public static Vector3 mousePosition { get { Vector3 mousePos = Input.mousePosition; mousePos.y -= ( int )(cam.rect.y * Screen.height); mousePos.x -= ( int )(cam.rect.x * Screen.width); return mousePos; } } public static Vector2 guiMousePosition { get { Vector2 mousePos = Event.current.mousePosition; mousePos.y = Mathf.Clamp(mousePos.y, cam.rect.y * Screen.height, cam.rect.y * Screen.height + cam.rect.height * Screen.height); mousePos.x = Mathf.Clamp(mousePos.x, cam.rect.x * Screen.width, cam.rect.x * Screen.width + cam.rect.width * Screen.width); return mousePos; } } } |
AspectUtilityEnhanced.cs脚本:
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using
public AspectUtility : MonoBehaviour { public float _wantedAspectRatio = 1.5f; public bool landscapeModeOnly = true ; static public bool _landscapeModeOnly = true ; static float wantedAspectRatio; static Camera cam; static Camera backgroundCam; void Awake () { _landscapeModeOnly = landscapeModeOnly; cam = camera; if (!cam) { cam = Camera.main; Debug.Log ( "Setting the main camera " + cam.name); } else { Debug.Log ( "Setting the main camera " + cam.name); } if (!cam) { Debug.LogError ( "No camera available" ); return ; } wantedAspectRatio = _wantedAspectRatio; SetCamera(); } public static void SetCamera () { float currentAspectRatio = 0.0f; if (Screen.orientation == ScreenOrientation.LandscapeRight || Screen.orientation == ScreenOrientation.LandscapeLeft) { Debug.Log ( "Landscape detected..." ); currentAspectRatio = ( float )Screen.width / Screen.height; } else { Debug.Log ( "Portrait detected...?" ); if (Screen.height > Screen.width && _landscapeModeOnly) { currentAspectRatio = ( float )Screen.height / Screen.width; } else { currentAspectRatio = ( float )Screen.width / Screen.height; } } // If the current aspect ratio is already approximately equal to the desired aspect ratio, // use a full-screen Rect (in case it was set to something else previously) Debug.Log ( "currentAspectRatio = " + currentAspectRatio + ", wantedAspectRatio = " + wantedAspectRatio); if (( int )(currentAspectRatio * 100) / 100.0f == ( int )(wantedAspectRatio * 100) / 100.0f) { cam.rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f); if (backgroundCam) { Destroy(backgroundCam.gameObject); } return ; } // Pillarbox if (currentAspectRatio > wantedAspectRatio) { float inset = 1.0f - wantedAspectRatio/currentAspectRatio; cam.rect = new Rect(inset/2, 0.0f, 1.0f-inset, 1.0f); } // Letterbox else { float inset = 1.0f - currentAspectRatio/wantedAspectRatio; cam.rect = new Rect(0.0f, inset/2, 1.0f, 1.0f-inset); } if (!backgroundCam) { // Make a new camera behind the normal camera which displays black; otherwise the unused space is undefined backgroundCam = new GameObject( "BackgroundCam" , typeof (Camera)).camera; backgroundCam.depth = int .MinValue; backgroundCam.clearFlags = CameraClearFlags.SolidColor; backgroundCam.backgroundColor = Color.black; backgroundCam.cullingMask = 0; } } public static int screenHeight { get { return ( int )(Screen.height * cam.rect.height); } } public static int screenWidth { get { return ( int )(Screen.width * cam.rect.width); } } public static int xOffset { get { return ( int )(Screen.width * cam.rect.x); } } public static int yOffset { get { return ( int )(Screen.height * cam.rect.y); } } public static Rect screenRect { get { return new Rect(cam.rect.x * Screen.width, cam.rect.y * Screen.height, cam.rect.width * Screen.width, cam.rect.height * Screen.height); } } public static Vector3 mousePosition { get { Vector3 mousePos = Input.mousePosition; mousePos.y -= ( int )(cam.rect.y * Screen.height); mousePos.x -= ( int )(cam.rect.x * Screen.width); return mousePos; } } public static Vector2 guiMousePosition { get { Vector2 mousePos = Event.current.mousePosition; mousePos.y = Mathf.Clamp(mousePos.y, cam.rect.y * Screen.height, cam.rect.y * Screen.height + cam.rect.height * Screen.height); mousePos.x = Mathf.Clamp(mousePos.x, cam.rect.x * Screen.width, cam.rect.x * Screen.width + cam.rect.width * Screen.width); return mousePos; } } } |