/// <summary> /// 自适应背景 /// </summary> void AdaptBg() { UISprite[] sprs = m_TopAnchor.GetComponentsInChildren <UISprite>(); for (int i = 0; i < sprs.Length; i++) { sprs[i].height = UIRootAdapter.GetLogicHeight() - 320; } }
// Use this for initialization void OnEnable() { UIRoot root = gameObject.GetComponent <UIRoot>(); if (null != root) { root.manualHeight = UIRootAdapter.GetLogicHeight(); } }
void ResetFocusTrans() { int logicW = UIRootAdapter.GetLogicWidth() / 2; int logicH = UIRootAdapter.GetLogicHeight() / 2; Vector3 offset = m_NewPlayerGuideOffSet.transform.localPosition; focusTrans[0].localPosition = new Vector3(logicW + 1, logicH) - offset; focusTrans[1].localPosition = new Vector3(-logicW, logicH + 1) - offset; focusTrans[2].localPosition = new Vector3(-logicW - 1, -logicH) - offset; focusTrans[3].localPosition = new Vector3(logicW, -logicH - 1) - offset; for (int i = 0; i < 4; i++) { focusTwPos[i].from = focusTrans[i].localPosition; } }