Scale UI for multiple resolutions/different devices

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猫巷女王i
猫巷女王i 2020-12-04 04:03

I have a quite simple unity GUI that has the following scheme :

Where Brekt and so are buttons.

The GUI works just fine on PC and is on scree

2条回答
  •  余生分开走
    2020-12-04 04:37

    There is a problem with MovementRange. We must scale this value too. I did it so:

    public int MovementRange = 100;
        public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use
        public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input
        public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input
        private int _MovementRange = 100;
    
        Vector3 m_StartPos;
        bool m_UseX; // Toggle for using the x axis
        bool m_UseY; // Toggle for using the Y axis
        CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input
        CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input
    
        void OnEnable()
        {
            CreateVirtualAxes();
        }
    
        void Start()
        {
            m_StartPos = transform.position;
            Canvas c = GetComponentInParent();
            _MovementRange = (int)(MovementRange * c.scaleFactor);
            Debug.Log("Range:"+ _MovementRange);
        }
    
        void UpdateVirtualAxes(Vector3 value)
        {
            var delta = m_StartPos - value;
            delta.y = -delta.y;
            delta /= _MovementRange;
            if (m_UseX)
            {
                m_HorizontalVirtualAxis.Update(-delta.x);
            }
    
            if (m_UseY)
            {
                m_VerticalVirtualAxis.Update(delta.y);
            }
        }
    
        void CreateVirtualAxes()
        {
            // set axes to use
            m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal);
            m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical);
    
            // create new axes based on axes to use
            if (m_UseX)
            {
                m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName);
                CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis);
            }
            if (m_UseY)
            {
                m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName);
                CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis);
            }
        }
    
    
        public void OnDrag(PointerEventData data)
        {
            Vector3 newPos = Vector3.zero;
    
            if (m_UseX)
            {
                int delta = (int)(data.position.x - m_StartPos.x);
                delta = Mathf.Clamp(delta, -_MovementRange, _MovementRange);
                newPos.x = delta;
            }
    
            if (m_UseY)
            {
                int delta = (int)(data.position.y - m_StartPos.y);
                delta = Mathf.Clamp(delta, -_MovementRange, _MovementRange);
                newPos.y = delta;
            }
            transform.position = new Vector3(m_StartPos.x + newPos.x, m_StartPos.y + newPos.y, m_StartPos.z + newPos.z);
            UpdateVirtualAxes(transform.position);
        }
    

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