本文中会修改到FairyGUI源代码,涉及两个文件Stage和StageCamera,需要对Unity的屏幕类了解。
在网上查找有很多的异形屏适配操作,但对于FairyGUI相关的描述操作很少,这里我贴出一下自己在实际应用中的异形屏UI适配操作。
原理
获取当前设备的屏幕安全区域并设置为UI的正常显示尺寸,通过屏幕安全区域和实际分辨率修改UI背景的位置和尺寸。注意UI在设计中将溢出处理设置为默认“可见”。
关键方法:SetXY(x,y);SetSize(width,height)
打开Stage脚本,在构造函数中找到方法:
SetSize(Screen.width, Screen.height)
通过方法可以看到默认直接设置屏幕的宽高,将其修改为屏幕安全区域的宽高,这里我做了对称处理:
var safeArea = Screen.safeArea;
int safeAreaWidth = Mathf.CeilToInt(safeArea.width - safeArea.x);
int safeAreaHeight = safeArea.height;
SetSize(safeAreaWidth, safeAreaHeight);
打开StageCamera脚本,将OnEnable方法中的默认屏幕尺寸修改为安全区域的尺寸。
OnScreenSizeChanged(Screen.width, Screen.height);
修改为:
OnScreenSizeChanged(_safeAreaWidth, _safeAreaHeight);
将Update中的屏幕分辨率检测也一同修改为安全区域分辨率检测:
if (screenWidth != Screen.width || screenHeight != Screen.height)
OnScreenSizeChanged(Screen.width, Screen.height);
修改为:
if (screenWidth != _safeAreaWidth || screenHeight != _safeAreaHeight)
OnScreenSizeChanged(_safeAreaWidth, _safeAreaHeight);
之后在UI界面中,将背景的位置和大小修改为屏幕实际分辨率和安全区域外的位置。
SetXY(-Screen.safeArea.x,Screen.safeArea.y)
SetSize(Screen.width,Screen.height)
完整代码参考
Stage修改后的构造方法
/// <summary>
///
/// </summary>
public Stage()
: base()
{
_inst = this;
soundVolume = 1;
_updateContext = new UpdateContext();
_frameGotHitTarget = -1;
_touches = new TouchInfo[5];
for (int i = 0; i < _touches.Length; i++)
_touches[i] = new TouchInfo();
bool isOSX = Application.platform == RuntimePlatform.OSXPlayer
|| Application.platform == RuntimePlatform.OSXEditor;
if (Application.platform == RuntimePlatform.WindowsPlayer
|| Application.platform == RuntimePlatform.WindowsEditor
|| isOSX)
touchScreen = false;
else
touchScreen = Input.touchSupported && SystemInfo.deviceType != DeviceType.Desktop;
//在PC上,是否retina屏对输入法位置,鼠标滚轮速度都有影响,但现在没发现Unity有获得的方式。仅判断是否Mac可能不够(外接显示器的情况)。所以最好自行设置。
devicePixelRatio = (isOSX && Screen.dpi > 96) ? 2 : 1;
_rollOutChain = new List<DisplayObject>();
_rollOverChain = new List<DisplayObject>();
_focusOutChain = new List<DisplayObject>();
_focusInChain = new List<DisplayObject>();
_focusHistory = new List<Container>();
_cursors = new Dictionary<string, CursorDef>();
//根据开关修改UI实际的分辨率
if (GF.Main.Inst.enableSafeArea)//加一个启用安全区的开关
{
var safeArea = Screen.safeArea;
int safeAreaWidth = Mathf.CeilToInt(safeArea.width - safeArea.x);
int safeAreaHeight = Mathf.CeilToInt(safeArea.height + safeArea.y);
SetSize(safeAreaWidth, safeAreaHeight);
}
else
SetSize(Screen.width, Screen.height);
this.cachedTransform.localScale = new Vector3(StageCamera.DefaultUnitsPerPixel, StageCamera.DefaultUnitsPerPixel, StageCamera.DefaultUnitsPerPixel);
StageEngine engine = GameObject.FindObjectOfType<StageEngine>();
if (engine != null)
UnityEngine.Object.Destroy(engine.gameObject);
this.gameObject.name = "Stage";
this.gameObject.layer = LayerMask.NameToLayer(StageCamera.LayerName);
this.gameObject.AddComponent<StageEngine>();
this.gameObject.AddComponent<UIContentScaler>();
this.gameObject.SetActive(true);
UnityEngine.Object.DontDestroyOnLoad(this.gameObject);
EnableSound();
Timers.inst.Add(5, 0, RunTextureCollector);
SceneManager.sceneLoaded += SceneManager_sceneLoaded;
}
StageCamera的修改后完整代码
private Rect _safeArea;
private int _safeAreaWidth, _safeAreaHeight;
void OnEnable()
{
_safeArea = Screen.safeArea;
_safeAreaWidth = Mathf.CeilToInt(_safeArea.width - _safeArea.x);
_safeAreaHeight = _safeArea.height;
cachedTransform = this.transform;
cachedCamera = this.GetComponent<Camera>();
if (this.gameObject.name == Name)
{
main = cachedCamera;
isMain = true;
}
if (Display.displays.Length > 1 && cachedCamera.targetDisplay != 0 && cachedCamera.targetDisplay < Display.displays.Length)
_display = Display.displays[cachedCamera.targetDisplay];
if (_display == null)
{
if (GF.Main.Inst.enableSafeArea)//加一个启用安全区的开关
{
OnScreenSizeChanged(_safeAreaWidth, _safeAreaHeight);
}else
OnScreenSizeChanged(Screen.width, Screen.height);
}
else
OnScreenSizeChanged(_display.renderingWidth, _display.renderingHeight);
}
void Update()
{
if (_display == null)
{
if (GF.Main.Inst.enableSafeArea)//加一个启用安全区的开关
{
if (screenWidth != _safeAreaWidth || screenHeight != _safeAreaHeight)
OnScreenSizeChanged(_safeAreaWidth, _safeAreaHeight);
}
else
{
if (screenWidth != Screen.width || screenHeight != Screen.height)
OnScreenSizeChanged(Screen.width, Screen.height);
}
}
else
{
if (screenWidth != _display.renderingWidth || screenHeight != _display.renderingHeight)
OnScreenSizeChanged(_display.renderingWidth, _display.renderingHeight);
}
}
UI界面中设置背景组件名为“_Loader_Bg”的位置和大小。注意UI在设计中将溢出处理设置为默认“可见”。
if ( _Loader_Bg != null)
{
_Loader_Bg.SetXY(-Screen.safeArea.x,Screen.safeArea.y);
_Loader_Bg.SetSize(Screen.width,Screen.height);
}
以上是对FairyGUI在设计横版游戏时对异形屏的适配操作,竖版游戏也是同理操作。如果对你有帮助,那就好!有问题也可以留言指出!感谢!