Unity屏幕适配——适配信息计算和安全区域适配
接上篇
Unity屏幕适配——立项时设置_unity 竖屏-CSDN博客文章浏览阅读1.3k次,点赞25次,收藏6次。其中:1334 是设计高2 是Camera(相机)的Size属性用于定义相机视图的垂直大小。这个值实际上是相机视图的一半高度。100 UI坐标系相对世界坐标系的缩放倍数。_unity 竖屏https://blog.csdn.net/NRatel/article/details/146253789意图:根据实际项目,传入屏幕基本信息的获取方法,然后得到以下信息:
Canvas大小
实际屏幕分辨率
实际屏幕宽高比
安全区域(屏幕空间)
安全区域宽高比
设计分辨率
设计宽高比
实际屏幕宽高比类型
安全区域宽高比类型
FitIn模式,Screen相对Design的缩放值
EnvelopeParent模式,Screen相对Design的缩放值
FitIn模式,Canvas相对Design的缩放值
EnvelopeParent模式,Canvas相对Design的缩放值
实际屏幕相对于设计的缩放值(与fitInScale相同)
屏幕空间下,四边安全区域距屏幕边缘的大小
UI空间下,四边安全区域距屏幕边缘的大小
UI空间下的安全区域
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初始化时,需注入的屏幕基本信息的获取接口
using UnityEngine;namespace NRFramework
{public interface IScreenInfoGetter{public Vector2 GetScreenSize(); //每帧检查,注意实现的性能public Rect GetSafeArea();public Vector2 GetCanvasSize();public Vector2 GetDesignSize();}
}
提供一个默认的获取方法
using UnityEngine;namespace NRFramework
{public class ScreenInfoGetter_Default : IScreenInfoGetter{public Vector2 GetScreenSize(){return new Vector2(Screen.width, Screen.height);}public Rect GetSafeArea(){return Screen.safeArea;}public Vector2 GetCanvasSize(){Canvas uiCanvas = UIManager.GetInstance().uiCanvas;RectTransform uiCanvasRT = (RectTransform)uiCanvas.transform;return new Vector2(uiCanvasRT.rect.width, uiCanvasRT.rect.height);}public Vector2 GetDesignSize(){return UIManager.GetInstance().canvasScaler.referenceResolution;}}
}
计算类
using System;
using UnityEngine;namespace NRFramework
{public enum AspectType{Wide,Tall,Standard,}//注意:// Rect 的坐标系(以屏幕左上为原点,向右为x正方向,向下为y正方向)// https://docs.unity3d.com/cn/2021.3/ScriptReference/Rect.html// 但 Rect safeArea 以屏幕左下为原点,向右为x正方向,向上为y正方向public class ScreenAdapter{static public bool inited { private set; get; }static public Vector2 canvasSize { private set; get; } //Canvas大小static public Vector2 screenSize { private set; get; } //实际屏幕分辨率static public float screenAspect { private set; get; } //实际屏幕宽高比static public Rect safeArea { private set; get; } //安全区域(屏幕空间)static public float safeAreaAspect { private set; get; } //安全区域宽高比static public Vector2 designSize { private set; get; } //设计分辨率static public float designAspect { private set; get; } //设计宽高比static public AspectType screenAspectType { private set; get; } //实际屏幕宽高比类型static public AspectType safeAreaAspectType { private set; get; } //安全区域宽高比类型static public float screenFitInScale { private set; get; } //FitIn模式,Screen相对Design的缩放值static public float screenEnvelopeScale { private set; get; } //EnvelopeParent模式,Screen相对Design的缩放值static public float canvasFitInScale { private set; get; } //FitIn模式,Canvas相对Design的缩放值static public float canvasEnvelopeScale { private set; get; } //EnvelopeParent模式,Canvas相对Design的缩放值static public float screenScale { get { return screenFitInScale; } } //实际屏幕相对于设计的缩放值(与fitInScale相同)static private IScreenInfoGetter sm_ScreenInfoGetter;static private Vector2 sm_LastScreenSize;static public event Action onScreenSizeChanged; //屏幕大小变化事件static public void Init(IScreenInfoGetter screenInfoGetter = null){sm_ScreenInfoGetter = screenInfoGetter ?? new ScreenInfoGetter_Default();canvasSize = sm_ScreenInfoGetter.GetCanvasSize();designSize = sm_ScreenInfoGetter.GetDesignSize();screenSize = sm_ScreenInfoGetter.GetScreenSize();safeArea = sm_ScreenInfoGetter.GetSafeArea();screenAspect = screenSize.x / screenSize.y;safeAreaAspect = safeArea.width / safeArea.height;designAspect = designSize.x / designSize.y;if (screenAspect > designAspect){// 宽类型(实际宽高比更大)screenAspectType = AspectType.Wide;// 宽类型时FitIn缩放比:Y方向正好填满,X方向不足(即Y方向方向缩放比)screenFitInScale = screenSize.x / designSize.y;canvasFitInScale = canvasSize.y / designSize.y;// 宽类型时Envelope缩放比:X方向正好填满,Y方向超出(即X方向方向缩放比)screenEnvelopeScale = screenSize.x / designSize.x;canvasEnvelopeScale = canvasSize.x / designSize.x;}else if (screenAspect < designAspect){// 长类型(实际宽高比更小)screenAspectType = AspectType.Tall;// 长类型时FitIn缩放比:X方向正好填满,Y方向不足(即X方向方向缩放比)screenFitInScale = screenSize.x / designSize.x;canvasFitInScale = canvasSize.x / designSize.x;// 长类型时Envelope缩放比:Y方向正好填满,X方向超出(即Y方向方向缩放比)screenEnvelopeScale = screenSize.y / designSize.y;canvasEnvelopeScale = canvasSize.y / designSize.y;}else{//标准类型(同宽高比)screenAspectType = AspectType.Standard;screenFitInScale = 1;canvasFitInScale = 1;screenEnvelopeScale = 1;canvasEnvelopeScale = 1;}if (safeAreaAspect > designAspect){// 宽类型(实际宽高比更大)safeAreaAspectType = AspectType.Wide;}else if (safeAreaAspect < designAspect){// 长类型(实际宽高比更小)safeAreaAspectType = AspectType.Tall;}else{//标准类型(同宽高比)safeAreaAspectType = AspectType.Standard;}inited = true;sm_LastScreenSize = screenSize;//Debug.Log($"screenSize: {screenSize}");//Debug.Log($"safeArea: {safeArea}");//Debug.Log($"screenType: {screenAspectType}");//Debug.Log($"safeAspectType: {safeAreaAspectType}");}//按需,可在Imit后,由外部Update驱动检查static public void CheckScreenSizeChange(){Vector2 newScreenSize = sm_ScreenInfoGetter.GetScreenSize();if (newScreenSize.x == sm_LastScreenSize.x && newScreenSize.y == sm_LastScreenSize.y) { return; }sm_LastScreenSize = newScreenSize;Canvas.ForceUpdateCanvases(); //强刷CanvasInit(); //重新初始化onScreenSizeChanged?.Invoke(); //回调变化}//屏幕空间下,四边安全区域距屏幕边缘的大小static public void GetSafeEdgeSize_InScreen(out float notchOffset, out float homeIndicatorOffset, out float side1Offset, out float side2Offset){notchOffset = screenSize.y - safeArea.yMax;homeIndicatorOffset = safeArea.y;side1Offset = safeArea.x;side2Offset = screenSize.x - safeArea.xMax;}//UI空间下,四边安全区域距屏幕边缘的大小static public void GetSafeEdgeSize_InUI(out float notchOffset, out float homeIndicatorOffset, out float side1Offset, out float side2Offset){GetSafeEdgeSize_InScreen(out float notchOffset_InScreen, out float homeIndicatorOffset_InScreen, out float side1Offset_InScreen, out float side2Offset_InScreen);notchOffset = notchOffset_InScreen / screenScale;homeIndicatorOffset = homeIndicatorOffset_InScreen / screenScale;side1Offset = side1Offset_InScreen / screenScale;side2Offset = side2Offset_InScreen / screenScale;}//UI空间下的安全区域static public Rect GetSafeArea_InUI(){GetSafeEdgeSize_InUI(out float notchOffset_InDesign, out float homeIndicatorOffset_InDesign, out float side1Offset_InDesign, out float side2Offset_InDesign);return new Rect(){x = (side1Offset_InDesign - side2Offset_InDesign) / 2, //(左边-右边)/2y = (homeIndicatorOffset_InDesign - notchOffset_InDesign) / 2, //(下边-上边)/2width = designSize.x - (side1Offset_InDesign + side2Offset_InDesign), //设计宽-(左边+右边)height = designSize.y - (homeIndicatorOffset_InDesign + notchOffset_InDesign), //设计高-(下边+上边)};}}
}
注意:
1、维护了一个 onScreenSizeChanged,供编辑器下/折叠屏分辨率切换时使用
2、屏幕分辨率切换时,需执行一次 Canvas.ForceUpdateCanvases();
3、从屏幕空间到UI空间转换大小时,核心为 / screenScale。(见 GetSafeEdgeSize_InUI 中的实现)。
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经过适配信息计算后,安全区域的适配只需挂一个脚本(目前仅处理了竖屏项目)
此脚本将在运行时,将此节点的大小设到与安全区域相同。
需要显示到安全区域的物体,可以放到此节点下去(如下图的设置按钮,锚点为左上)。
iphoneX 下的效果