private void ComputeResolution() { float deviceWidth; float deviceHeight; float leftX, rightX, topY, bottomY; deviceWidth = Screen.width; deviceHeight = Screen.height; if (constraint == Constraint.Landscape) { camera.orthographicSize = 1f / camera.aspect * UnitsSize / 2f; } else { camera.orthographicSize = UnitsSize / 2f; } _height = 2f * camera.orthographicSize; _width = _height * camera.aspect; float cameraX, cameraY; cameraX = camera.transform.position.x; cameraY = camera.transform.position.y; leftX = cameraX - _width / 2; rightX = cameraX + _width / 2; topY = cameraY + _height / 2; bottomY = cameraY - _height / 2; //*** bottom _bl = new Vector3(leftX, bottomY, 0); _bc = new Vector3(cameraX, bottomY, 0); _br = new Vector3(rightX, bottomY, 0); //*** middle _ml = new Vector3(leftX, cameraY, 0); _mc = new Vector3(cameraX, cameraY, 0); _mr = new Vector3(rightX, cameraY, 0); //*** top _tl = new Vector3(leftX, topY, 0); _tc = new Vector3(cameraX, topY, 0); _tr = new Vector3(rightX, topY, 0); Instance = this; /* //камера йде вниз * float pix = camera.orthographicSize * 2 * 100; * Debug.Log(pix); * float div = 1536/2 - pix/2; * div /= 100.0f; * camera.transform.position = new Vector3(0,-1*div,-10); */ }
private void ComputeResolution() { float deviceWidth; float deviceHeight; float leftX, rightX, topY, bottomY; #if UNITY_EDITOR deviceWidth = GetGameView().x; deviceHeight = GetGameView().y; #else deviceWidth = Screen.width; deviceHeight = Screen.height; #endif /* Set the ortograpish size (shich is half of the vertical size) when we change the ortosize of the camera the item will be scaled * autoamtically to fit the size frame of the camera */ GetComponent <Camera>().orthographicSize = 1f / GetComponent <Camera>().aspect *UnitsForWidth / 2f; //Get the new height and Widht based on the new orthographicSize _height = 2f * GetComponent <Camera>().orthographicSize; _width = _height * GetComponent <Camera>().aspect; float cameraX, cameraY; cameraX = GetComponent <Camera>().transform.position.x; cameraY = GetComponent <Camera>().transform.position.y; leftX = cameraX - _width / 2; rightX = cameraX + _width / 2; topY = cameraY + _height / 2; bottomY = cameraY - _height / 2; //*** bottom _bl = new Vector3(leftX, bottomY, 0); _bc = new Vector3(cameraX, bottomY, 0); _br = new Vector3(rightX, bottomY, 0); //*** middle _ml = new Vector3(leftX, cameraY, 0); _mc = new Vector3(cameraX, cameraY, 0); _mr = new Vector3(rightX, cameraY, 0); //*** top _tl = new Vector3(leftX, topY, 0); _tc = new Vector3(cameraX, topY, 0); _tr = new Vector3(rightX, topY, 0); GetComponent <Camera>().transform.position = new Vector3(GetComponent <Camera>().transform.position.x, _height * yFactor, -10); Instance = this; }
private void ComputeResolution() { #pragma warning disable 219 float deviceWidth; float deviceHeight; #pragma warning restore 219 float leftX, rightX, topY, bottomY; #if UNITY_EDITOR deviceWidth = GetGameView().x; deviceHeight = GetGameView().y; #else deviceWidth = Screen.width; deviceHeight = Screen.height; #endif GetComponent <Camera>().orthographicSize = 1f / GetComponent <Camera>().aspect *UnitsForWidth / 2f; //GetComponent<Camera>().orthographicSize = UnitsForWidth / 2f; _height = 2f * GetComponent <Camera>().orthographicSize; _width = _height * GetComponent <Camera>().aspect; float cameraX, cameraY; cameraX = GetComponent <Camera>().transform.position.x; cameraY = GetComponent <Camera>().transform.position.y; leftX = cameraX - _width / 2; rightX = cameraX + _width / 2; topY = cameraY + _height / 2; bottomY = cameraY - _height / 2; //*** bottom _bl = new Vector3(leftX, bottomY, 0); _bc = new Vector3(cameraX, bottomY, 0); _br = new Vector3(rightX, bottomY, 0); //*** middle _ml = new Vector3(leftX, cameraY, 0); _mc = new Vector3(cameraX, cameraY, 0); _mr = new Vector3(rightX, cameraY, 0); //*** top _tl = new Vector3(leftX, topY, 0); _tc = new Vector3(cameraX, topY, 0); _tr = new Vector3(rightX, topY, 0); Instance = this; }
private void ComputeResolution() { float deviceWidth; float deviceHeight; float leftX, rightX, topY, bottomY; deviceWidth = Screen.width; deviceHeight = Screen.height; if (constraint == Constraint.Landscape) { camera.orthographicSize = 1f / camera.aspect * UnitsSize / 2f; } else { camera.orthographicSize = UnitsSize / 2f; } _height = 2f * camera.orthographicSize; _width = _height * camera.aspect; float cameraX, cameraY; cameraX = camera.transform.position.x; cameraY = camera.transform.position.y; leftX = cameraX - _width / 2; rightX = cameraX + _width / 2; topY = cameraY + _height / 2; bottomY = cameraY - _height / 2; //*** bottom _bl = new Vector3(leftX, bottomY, 0); _bc = new Vector3(cameraX, bottomY, 0); _br = new Vector3(rightX, bottomY, 0); //*** middle _ml = new Vector3(leftX, cameraY, 0); _mc = new Vector3(cameraX, cameraY, 0); _mr = new Vector3(rightX, cameraY, 0); //*** top _tl = new Vector3(leftX, topY, 0); _tc = new Vector3(cameraX, topY, 0); _tr = new Vector3(rightX, topY, 0); Instance = this; }
private void ComputeResolution() { float deviceWidth; float deviceHeight; float leftX, rightX, topY, bottomY; #if UNITY_EDITOR deviceWidth = GetGameView().x; deviceHeight = GetGameView().y; #else deviceWidth = Screen.width; deviceHeight = Screen.height; #endif GetComponent<Camera>().orthographicSize = 1f / GetComponent<Camera>().aspect * UnitsForWidth / 2f; if (landscape) { _height = 2f * GetComponent<Camera>().orthographicSize; _width = _height * GetComponent<Camera>().aspect; } else { _width = 2f * GetComponent<Camera>().orthographicSize; _height = _width * GetComponent<Camera>().aspect; } float cameraX, cameraY; cameraX = GetComponent<Camera>().transform.position.x; cameraY = GetComponent<Camera>().transform.position.y; leftX = cameraX - _width / 2; rightX = cameraX + _width / 2; topY = cameraY + _height / 2; bottomY = cameraY - _height / 2; //*** bottom _bl = new Vector3(leftX, bottomY, 0); _bc = new Vector3(cameraX, bottomY, 0); _br = new Vector3(rightX, bottomY, 0); //*** middle _ml = new Vector3(leftX, cameraY, 0); _mc = new Vector3(cameraX, cameraY, 0); _mr = new Vector3(rightX, cameraY, 0); //*** top _tl = new Vector3(leftX, topY, 0); _tc = new Vector3(cameraX, topY, 0); _tr = new Vector3(rightX, topY, 0); Instance = this; }
private void Awake() { camera = GetComponent <Camera>(); Instance = this; ComputeResolution(); }