Unity强制屏幕纵宽比脚本

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:

function OnGUI () {
GUILayout.Label("Hello");
GUILayout.Label("there");
}

修改它为:

function OnGUI () {
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:


function OnGUI () {
GUI.Label(Rect(50, 50, 100, 30), "Hello");
GUI.Label(Rect(75, 75, 100, 30), "there");
}

现在改成:


function OnGUI () {
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
using UnityEngine;

public class 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:

using UnityEngine;

public class 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;
}
}
}

原文:http://wiki.unity3d.com/index.php?title=AspectRatioEnforcer
译者:威阿,转载请注明来自1vr.cn

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