49 lines
1.7 KiB
C#
49 lines
1.7 KiB
C#
using SGModule.Common.Base;
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using UnityEngine;
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public class CommonTools
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{
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// 设计分辨率宽高比
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private static readonly Vector2 DesignResolution = new Vector2(1080f, 2420f);
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// 最小和最大缩放比例
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private const float MinScale = 0.58f;
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private const float MaxScale = 1.0f;
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// 计算缩放比例
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// 计算缩放比例
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float CalculateScale(Vector2 currentResolution, Vector2 designResolution)
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{
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// 计算当前设备和设计分辨率的宽高比
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float currentAspectRatio = currentResolution.y / currentResolution.x;
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float designAspectRatio = designResolution.y / designResolution.x;
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// 通过宽高比计算缩放比例
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return currentAspectRatio / designAspectRatio;
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}
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public float GetScale()
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{
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// 获取当前设备的屏幕分辨率
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Vector2 currentResolution = new Vector2(Screen.width, Screen.height);
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// 计算缩放比例
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float scale = CalculateScale(currentResolution, DesignResolution);
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// 限制缩放比例在最大和最小范围内
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scale = Mathf.Clamp(scale, MinScale, MaxScale);
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return scale;
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}
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// public SkeletonAnimation InitAdBtnAnim(GGraph parent)
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// {
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// // Action closeCallback = null;
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// // var animation = FXManager.Instance.SetFx<SkeletonAnimation>(parent, Fx_Type.Fx_AdIcon, ref closeCallback);
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// // animation.state.AddAnimation(0, "animation", true, 0);
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// //
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// // return animation;
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// }
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} |