Unity UGUI 原理篇(二):Canvas Scaler 缩放核心

Canvas Scaler
Canvas Scaler是Unity UI系统中,控制UI元素的总体大小和像素密度的Compoent,Canvas Scaler的缩放比例影响著Canvas下的元素,包含字体大小和图像边界。

Size
Reference Resolution:预设萤幕大小

Screen Size:目前萤幕大小



Canvas Size:Canvas Rect Transform 宽高


Scale Factor

http://docs.unity3d.com/ScriptReference/Canvas-scaleFactor.html

用于缩放整个Canvas,而且调整Canvas Size与Screen Size一样



先来看一段官方程式码

CanvasScaler.csC#
protected void SetScaleFactor(float scaleFactor)
{
    if (scaleFactor == m_PrevScaleFactor)
        return;

    m_Canvas.scaleFactor = scaleFactor;
    m_PrevScaleFactor = scaleFactor;
}


程式码可以看出,Canvas Scaler 透过设定Canvas下的Scale Factor,缩放所有在此Canvas下的元素



当Scale Factor为1时,Screen Size (800*600)、Canvas Size(800*600),图片大小1倍


当Scale Factor为2时,Screen Size (800*600)、Canvas Size(400*300),图片大小2倍

 

在当Scale Factor为2时,Scale Factor 会调整整个Canvas 的大小,并让他的大小跟Screen Size一样,运算后Canvas Size放大2倍,刚好等于Screen Size,而底下的图片会放大2倍



UI Scale Mode
Constant Pixel Size

Canvas Size 始终等于 Screen Size,透过Scale Factor直接缩放所有UI元素


1. Scale Factor:透过此Factor缩放所有在此Canvas下的元素

2. Reference Pixels Per Unit:

先介绍图片档设定中的Pixels Per Unit,意思是在这张Sprite中,世界座标中的一单位由几个Pixel组成


这边使用的测试图片为原始大小100*100 的图档,这边统称测试图


举例来说,场景中有一个1*1 Cube ,与一个Sprite图片指定为测试图,两者的Transform Scale 都为 1

当 Pixels Per Unit=100,每单位由 100 Pixel组成,Sprite 是100*100 Pixels,那 Sprite 在世界座标中大小就会变成 100/100 * 100/100 = 1*1 Unit

(左:Cube ,右:Sprite)

当 Pixels Per Unit=10,每单位由 10 Pixel组成,Sprite 是100*100 Pixels,那 Sprite 在世界座标中大小就会变成 100/10 * 100/10 = 10*10 Unit

(左:Cube,右:Sprite)


结论:

■ Unity中一单位等于 100 Pixels

■ 由此可以推导出公式:

Sprite 在世界座标中大小 = 原图大小(Pixels) / Pixels Per Unit
让我们回到 Reference Pixels Per Unit,官方解释是,如果图片档有设定Pixels Per Unit,则会将Sprite 的 1 pixel 转换成 UI 中的 1 pixel

Image.csC#
public float pixelsPerUnit
{
    get
    {
        float spritePixelsPerUnit = 100;
        if (sprite)
            spritePixelsPerUnit = sprite.pixelsPerUnit;

        float referencePixelsPerUnit = 100;
        if (canvas)
            referencePixelsPerUnit = canvas.referencePixelsPerUnit;

        return spritePixelsPerUnit / referencePixelsPerUnit;
    }
}

上面官方程式码,可以看出 Image 透过 spritePixelsPerUnit / referencePixelsPerUnit 方式算出新的 pixelsPerUnit

Image.csC#
public override void SetNativeSize()
{
    if (overrideSprite != null)
    {
        float w = overrideSprite.rect.width / pixelsPerUnit;
        float h = overrideSprite.rect.height / pixelsPerUnit;
        rectTransform.anchorMax = rectTransform.anchorMin;
        rectTransform.sizeDelta = new Vector2(w, h);
        SetAllDirty();
    }
}

在设定 Image 图片大小时,是把 宽高 / pixelsPerUnit

实作一下,建立一个Canvas参数如下

Canvas底下建立一个Image,Sprite设定为测试图,参数如下

这边做4种不同的测试:测试方式是修改 Reference Pixels Per Unit 与 Pixels Per Unit 后,点下 Image Compoent 的 Set Native Size来设定图片原始大小,藉此看到图片变化


■ 上表可以看出当数值改变时,图片预设大小也会改变

■ 由此可以推导出公式

UI大小 = 原图大小(Pixels)  /  (Pixels Per Unit / Reference Pixels Per Unit)

Scale With Screen Size:

透过设定的Reference Resolution(预设萤幕大小)来缩放

1. Reference Resolution:预设萤幕大小

2. Screen Match Mode:缩放模式


先来看官方的算法

CanvasScaler.csC#
Vector2 screenSize = new Vector2(Screen.width, Screen.height);

float scaleFactor = 0;
switch (m_ScreenMatchMode)
{
    case ScreenMatchMode.MatchWidthOrHeight:
    {
        // We take the log of the relative width and height before taking the average.
        // Then we transform it back in the original space.
        // the reason to transform in and out of logarithmic space is to have better behavior.
        // If one axis has twice resolution and the other has half, it should even out if widthOrHeight value is at 0.5.
        // In normal space the average would be (0.5 + 2) / 2 = 1.25
        // In logarithmic space the average is (-1 + 1) / 2 = 0
        float logWidth = Mathf.Log(screenSize.x / m_ReferenceResolution.x, kLogBase);
        float logHeight = Mathf.Log(screenSize.y / m_ReferenceResolution.y, kLogBase);
        float logWeightedAverage = Mathf.Lerp(logWidth, logHeight, m_MatchWidthOrHeight);
        scaleFactor = Mathf.Pow(kLogBase, logWeightedAverage);
        break;
    }
    case ScreenMatchMode.Expand:
    {
        scaleFactor = Mathf.Min(screenSize.x / m_ReferenceResolution.x, screenSize.y / m_ReferenceResolution.y);
        break;
    }
    case ScreenMatchMode.Shrink:
    {
        scaleFactor = Mathf.Max(screenSize.x / m_ReferenceResolution.x, screenSize.y / m_ReferenceResolution.y);
        break;
    }
}


a. Expand(扩大):将Canvas Size进行宽或高扩大,让他高于Reference Resolution,计算如下

scaleFactor = Mathf.Min(screenSize.x / m_ReferenceResolution.x, screenSize.y / m_ReferenceResolution.y);
意思是分别算出长宽 ,”Screen Size” 佔了 “Reference Resolution” 的比例,在求小的

举例来说,Reference Resolution为1280*720,Screen Size为800*600

ScaleFactor Width: 800/1280=0.625

ScaleFactor Height:600/720=0.83333


套用ScaleFactor公式:Canvas Size = Screen Size / Scale Factor

Canvas Width:800 / 0.625 = 1280

Canvas Height:600 / 0.625 = 960

Canvas Size 为 1280*960,高度从720变成了960,最大程度的放大(显示所有元素)

b. Shrink(收缩):将Canvas Size进行宽或高收缩,让他低于Reference Resolution,计算如下

scaleFactor = Mathf.Max(screenSize.x / m_ReferenceResolution.x, screenSize.y / m_ReferenceResolution.y);
意思是分别算出长宽 ,”Screen Size” 佔了 “Reference Resolution” 的比例,在求大的

举例来说,Reference Resolution为1280*720,Screen Size为800*600

ScaleFactor Width: 800/1280=0.625

ScaleFactor Height:600/720=0.83333


套用ScaleFactor公式:Canvas Size = Screen Size / Scale Factor

Canvas Width:800 / 0.83333 = 960

Canvas Height:600 / 0.83333 = 720

Canvas Size 为 960*720,宽度从1280变成了960,最大程度的缩小

c. Match Width or Height:根据Width或Height进行混合缩放,计算如下
float logWidth = Mathf.Log(screenSize.x / m_ReferenceResolution.x, kLogBase);
float logHeight = Mathf.Log(screenSize.y / m_ReferenceResolution.y, kLogBase);
float logWeightedAverage = Mathf.Lerp(logWidth, logHeight, m_MatchWidthOrHeight);
scaleFactor = Mathf.Pow(kLogBase, logWeightedAverage);

分别对ScaleFactor Width、Height取对数后,再进行平均混合,那为什麽不直接使用March对Width、Height进行混合呢??,让我们来比较一下

假设Reference Resolution为400*300,Screen Size为200*600 大小关系是

Reference Resolution Width 是 Screen Size Width的2倍

Reference Resolution Height 是 Screen Size 的0.5倍

看起来会像下图

当March为0.5时,ScaleFactor应该要是 1 (拉平)

ScaleFactor Width: 200/400=0.5

ScaleFactor Height:600/300=2

一般混合:

ScaleFactor = March * ScaleFactor Width + March * ScaleFactorHeight

ScaleFactor = 0.5 * 0.5 + 0.5 * 2 = 1.25

对数混合:

logWidth:log2(0.5) = -1

logHeight:log2(2) = 1

logWeightedAverage:0

ScaleFactor:20 = 1

scaleFactor一般混合为1.25,对数混合为1,结果很明显,使用对数混合能更完美的修正大小


Constant Physical Size

透过硬体设备的Dpi(Dots Per Inch 每英吋点数),进行缩放

1. Physical Unit:使用的单位种类


2. Fallback Screen DPI:备用Dpi,当找不到设备Dpi时,使用此值

3. Default Sprite DPI:预设的图片Dpi

float currentDpi = Screen.dpi;
float dpi = (currentDpi == 0 ? m_FallbackScreenDPI : currentDpi);
float targetDPI = 1;
switch (m_PhysicalUnit)
{
    case Unit.Centimeters: targetDPI = 2.54f; break;
    case Unit.Millimeters: targetDPI = 25.4f; break;
    case Unit.Inches:      targetDPI =     1; break;
    case Unit.Points:      targetDPI =    72; break;
    case Unit.Picas:       targetDPI =     6; break;
}

SetScaleFactor(dpi / targetDPI);
SetReferencePixelsPerUnit(m_ReferencePixelsPerUnit * targetDPI / m_DefaultSpriteDPI);

结论:

■ ScaleFactor 为 “目前硬体dpi” 佔了 “目标单位” 的比例

■ ReferencePixelsPerUnit 要与目前的Dpi在运算求出新的值,再传入Canvas中求出大小,公式如下:

新的 Reference Pixels Per Unit = Reference Pixels Per Unit * Physical Unit / Default Sprite DPI

UI大小 = 原图大小(Pixels)  /  (Pixels Per Unit / 新的 Reference Pixels Per Unit)

参考资料
■ Unity – Manual: Canvas

http://docs.unity3d.com/Manual/class-Canvas.html

原文作者: k79k06k02k
原文链接: http://k79k06k02k.com/blog/24/unity/unity-ugui-%E5%8E%9F%E7%90%86%E7%AF%87%E4%BA%8C%EF%BC%9Acanvas-scaler-%E7%B8%AE%E6%94%BE%E6%A0%B8%E5%BF%83

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转载自blog.csdn.net/qq_32821435/article/details/80157273
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