NGUI 屏幕自适应大屏与小屏(初始设定宽高为1280x720,能适应比其小或者更大的屏)

时间:2024-01-10 09:17:26

具体细节可以参考另外一篇随笔!

以下提供的算法完成的事:

1.自适应1280x720分辨率以下的屏幕

2.自适应1280x720分辨率以上的屏幕

在我设定的要求内包括的分辨率大部分都测过了,背景图、全屏透明Sprite(主要用于九宫格区域的控件摆放)自适应都没问题(不会变形),其他的控件当然是由UIRoot组件搞定的!下面的算法主要就是说明背景、全屏透明Sprite的自适应!

之前的随笔已经说过实际屏幕比设定屏幕大的自适应,现在加入自适应比设定屏幕小的算法!

detail:

使用NGUI版本为3.6

设置:UIRoot中Manual Height=768(由于我们游戏UI定的大小是1280x768),Minimum=480(最小支持高为480的屏,更小的我没测过), Maximum=1536

脚本(将其挂在游戏对象下,每一个需要自适应的UI,都调用这个脚本里面的函数,传进去对应的参数,如AdaptiveUI函数、背景Sprite函数、全屏Sprite函数)

 //注:此脚本所在UIRoot的状态必须是活动的
     public class Adjust : MonoBehaviour
     {
         public UIRoot mRoot = null;

         private static Adjust mInstance = null;
         public static Adjust Instance { get { return mInstance; } }

         /// <summary>
         /// 自适应相关变量声明
         /// </summary>
         ;//实际屏幕宽
         ;//实际屏幕高
         ;
         ;
         private readonly float mWidthScale = Convert.ToSingle(Screen.width) / cDesignWidth;
         private readonly float mHeightScale = Convert.ToSingle(Screen.height) / cDesignHeight;
         private float mScreenSizeIsUnchanged = 0f;//屏幕大小不变
         private readonly bool mIsMinScreen = (Screen.height < cDesignHeight && Screen.width < cDesignWidth);//是否小屏幕(比设定屏幕1280x768小)

         void Awake()
         {
             if (mInstance == null)
             {
                 mInstance = this;
             }

             CalculateScreenWidthHeight();

             Output.Log(string.Format("Adjust.Awake(), mRealScreenWidth = {0}, mRealScreenHeight = {1}", mRealScreenWidth, mRealScreenHeight));
         }

         private void CalculateScreenWidthHeight()
         {
             if (mRoot != null)
             {
                 float scale = 1.0f;
                 if (mRoot.activeHeight < Screen.height)
                 {
                     scale = (float)mRoot.activeHeight / Screen.height;
                 }
                 mRealScreenWidth = Mathf.CeilToInt(Screen.width * scale);
                 mRealScreenHeight = Mathf.CeilToInt(Screen.height * scale);

                 mScreenSizeIsUnchanged = Mathf.Abs(Convert.ToSingle(mRealScreenWidth) / mRealScreenHeight - Convert.ToSingle(cDesignWidth) / cDesignHeight);

                 return;
             }
             Output.Error("Adjust.CalculateScreenWidthHeight(), mRoot is null");
         }

         public void AdaptiveUI(UIRoot root)
         {
             //宽高比不变
             if (mScreenSizeIsUnchanged < 0.0001f)
                 return;

             //实际屏幕宽高比设定宽高小
             if (mIsMinScreen)
                 return;

             if (Convert.ToSingle(Screen.height) / Screen.width > Convert.ToSingle(cDesignHeight) / cDesignWidth)
                 root.manualHeight = Mathf.RoundToInt(Convert.ToSingle(cDesignWidth) / Screen.width * Screen.height);
             else
                 root.manualHeight = cDesignHeight;

             Output.Log(string.Format("Adjust.AdaptiveUI(), Screen.height={0} Screen.width={1}", Screen.height, Screen.width));
         }

         //自适应背景
         public void AdaptiveBackground(UISprite backgroundSprite)
         {
             if (mScreenSizeIsUnchanged < 0.0001f)
                 return;

             if (mIsMinScreen)
             {
                 if (Convert.ToSingle(mRealScreenWidth) / mRealScreenHeight < (float)cDesignWidth / cDesignHeight)
                 {
                     //实际屏幕宽高比 比 设定的屏幕宽高比小,不需做适配
                     return;
                 }
                 else
                 {
                     float scale = cDesignWidth * mHeightScale / mRealScreenWidth;
                     int minScreenW = Convert.ToInt32(Convert.ToSingle(cDesignWidth) / scale);
                     int minScreenH = Convert.ToInt32(Convert.ToSingle(cDesignHeight) / scale);

                     backgroundSprite.SetDimensions(minScreenW, minScreenH);

                     return;
                 }
             }

             //实际宽高比设定宽高大 做适配
             int maxScreenW = Mathf.RoundToInt(cDesignWidth * mHeightScale);
             int maxScreenH = Mathf.RoundToInt(cDesignHeight * mHeightScale);
             if (mHeightScale < mWidthScale)
             {
                 maxScreenW = Mathf.RoundToInt(cDesignWidth * mWidthScale);
                 maxScreenH = Mathf.RoundToInt(cDesignHeight * mWidthScale);
             }
             Output.Log(string.Format("maxScreenW = {0}, maxScreenH = {1}", maxScreenW, maxScreenH));
             backgroundSprite.SetDimensions(maxScreenW, maxScreenH);
         }

         //自适应全屏(透明)Sprite
         public void AdaptiveFullScreenSprite(UISprite fullScreenSprite)
         {
             if (mScreenSizeIsUnchanged < 0.0001f)
                 return;

             if (mIsMinScreen)
             {
                 //小屏的height肯定小于设定height,因此只对width做适配
                 int w = Convert.ToInt32(Convert.ToSingle(cDesignWidth) / ((cDesignWidth * mHeightScale) / mRealScreenWidth));
                 int h = fullScreenSprite.height;
                 fullScreenSprite.SetDimensions(w, h);

                 return;
             }

             fullScreenSprite.SetDimensions(mRealScreenWidth, mRealScreenHeight);
         }
     }

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