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可设定canvas跟随屏幕缩放而缩放的组件,用于等比调节与标准UI的渲染缩放
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace XericLibrary.Runtime.Type
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{
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/// <summary>
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/// 调整缩放以适配分辨率
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/// </summary>
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public class CanvasZoomAdjustmentBase : WeaklyMonoBase
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{
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#region 字段属性
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protected CanvasScaler _canvasScaler;
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/// <summary>
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/// 当前目标屏幕的分辨率
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/// </summary>
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public static Vector2Int CurrentScreenResolution
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=> new Vector2Int(Screen.currentResolution.width, Screen.currentResolution.height);
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/// <summary>
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/// 常规标准屏幕 16:9
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/// </summary>
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public static Vector2Int FullHDScreenResolution
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=> new Vector2Int(1920, 1080);
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/// <summary>
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/// 常规标准屏幕 16:9
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/// </summary>
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public static Vector2Int QHDScreenResolution
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=> new Vector2Int(2560, 1440);
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#endregion
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#region 生命周期
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private void Awake()
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{
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_canvasScaler = transform.GetComponent<CanvasScaler>();
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}
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#endregion
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#region MyRegion
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/// <summary>
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/// 获取与给定的标准宽度的缩放比例
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/// </summary>
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/// <param name="standardWidth"></param>
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/// <returns></returns>
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public static float ScreenScaleFactorWithWidth(int standardWidth = 1920)
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=> (float)Screen.currentResolution.width / standardWidth;
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/// <summary>
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/// 获取与给定的标准高度的缩放比例
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/// </summary>
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/// <param name="standardHeight"></param>
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/// <returns></returns>
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public static float ScreenScaleFactorWithHeight(int standardHeight = 1080)
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=> (float)Screen.currentResolution.height / standardHeight;
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#endregion
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}
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}
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fileFormatVersion: 2
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guid: a9e4512923ba0d64cb475d93f7c9f055
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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@@ -0,0 +1,15 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace XericLibrary.Runtime.Type
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{
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public class CanvasZoomStart : CanvasZoomAdjustmentBase
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{
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// Start is called before the first frame update
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void Start()
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{
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_canvasScaler.scaleFactor = ScreenScaleFactorWithWidth();
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}
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}
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}
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fileFormatVersion: 2
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guid: 5e5e480bc8648214891d46b029219a27
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serializedVersion: 2
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executionOrder: 0
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icon: {instanceID: 0}
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