72 lines
2.9 KiB
C#
72 lines
2.9 KiB
C#
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#if UGUI_1_0_0_OR_NEWER
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using UnityEngine;
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using UnityEngine.UI;
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public class CustomCanvasScaler : CanvasScaler
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{
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private Canvas m_RootCanvas;
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private const float kLogBase = 2;
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protected override void OnEnable()
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{
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m_RootCanvas = GetComponent<Canvas>();
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base.OnEnable();
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}
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protected override void HandleScaleWithScreenSize()
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{
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Vector2 screenSize;
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if (m_RootCanvas.worldCamera != null)
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{
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screenSize = new Vector2(m_RootCanvas.worldCamera.pixelWidth, m_RootCanvas.worldCamera.pixelHeight);
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}
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else
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{
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screenSize = new Vector2(Screen.width, Screen.height);
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}
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// Multiple display support only when not the main display. For display 0 the reported
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// resolution is always the desktops resolution since its part of the display API,
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// so we use the standard none multiple display method. (case 741751)
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int displayIndex = m_RootCanvas.targetDisplay;
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if (displayIndex > 0 && displayIndex < Display.displays.Length)
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{
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Display disp = Display.displays[displayIndex];
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screenSize = new Vector2(disp.renderingWidth, disp.renderingHeight);
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}
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float scaleFactor = 0;
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switch (m_ScreenMatchMode)
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{
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case ScreenMatchMode.MatchWidthOrHeight:
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{
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// We take the log of the relative width and height before taking the average.
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// Then we transform it back in the original space.
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// the reason to transform in and out of logarithmic space is to have better behavior.
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// If one axis has twice resolution and the other has half, it should even out if widthOrHeight value is at 0.5.
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// In normal space the average would be (0.5 + 2) / 2 = 1.25
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// In logarithmic space the average is (-1 + 1) / 2 = 0
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float logWidth = Mathf.Log(screenSize.x / m_ReferenceResolution.x, kLogBase);
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float logHeight = Mathf.Log(screenSize.y / m_ReferenceResolution.y, kLogBase);
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float logWeightedAverage = Mathf.Lerp(logWidth, logHeight, m_MatchWidthOrHeight);
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scaleFactor = Mathf.Pow(kLogBase, logWeightedAverage);
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break;
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}
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case ScreenMatchMode.Expand:
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{
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scaleFactor = Mathf.Min(screenSize.x / m_ReferenceResolution.x, screenSize.y / m_ReferenceResolution.y);
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break;
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}
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case ScreenMatchMode.Shrink:
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{
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scaleFactor = Mathf.Max(screenSize.x / m_ReferenceResolution.x, screenSize.y / m_ReferenceResolution.y);
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break;
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}
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}
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SetScaleFactor(scaleFactor);
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SetReferencePixelsPerUnit(m_ReferencePixelsPerUnit);
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}
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}
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#endif
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