流海屏适配

Posted sy-liu

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum AnchorPreSet
{
    MIDDLE,
    TOP,
    BUTTOM,
}
[System.Serializable]
public class UIAdapt{
    public AnchorPreSet uiPosition;
    public Transform transform;
    [Header("移动距离要大于等于零")]
    public float moveDistance = 100;
    public bool enableAdaptHeight = false;
    public float adaptHeight;
}
public class UIAutoFix : MonoBehaviour
{
    public List<UIAdapt> UIAdaptList;
    private float devHeigth = 1920;
    private float devWidgth = 1080;
    
    public void Awake()
    {
        if(UIAdaptList == null || UIAdaptList.Count <= 0)
        {
            return;
        }
        if(Screen.height / (float)Screen.width > (devHeigth / devWidgth) && Screen.height != 1334 && Screen.width != 750)
        {
            foreach(UIAdapt uiAdpat in UIAdaptList)
            {
                AnchorPreSet uiPosition = uiAdpat.uiPosition;
                switch (uiPosition)
                {
                    case AnchorPreSet.TOP:
                        uiAdpat.transform.position -= Vector3.up * uiAdpat.moveDistance;
                        break;
                    case AnchorPreSet.MIDDLE:
                        if(uiAdpat.transform.localPosition.y > 0)
                        {
                            uiAdpat.transform.position += Vector3.up * uiAdpat.moveDistance;

                        }else if(uiAdpat.transform.localPosition.y < 0)
                        {
                            uiAdpat.transform.localPosition -= Vector3.up * uiAdpat.moveDistance;
                        }
                        break;
                    case AnchorPreSet.BUTTOM:
                        uiAdpat.transform.position -= Vector3.up * uiAdpat.moveDistance;
                        break;
                }
                if (uiAdpat.enableAdaptHeight)
                {
                    RectTransform rect = uiAdpat.transform.gameObject.GetComponent<RectTransform>();
                    rect.sizeDelta = new Vector2(rect.sizeDelta.x, rect.sizeDelta.y + uiAdpat.adaptHeight);
                }
            }
           
        }
        
    }
}

 

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