Unity solution: Multiple modes of screen adaptation in Unity SpriteRenderer

Above code:

using UnityEngine;
 
[RequireComponent(typeof(Camera))]
public class SpriteAdapter : MonoBehaviour {
 
    [System.Serializable]
    public class SpriteInfo
    {
        public SpriteRenderer Value = null;
        public EFillModel Model = EFillModel.ShowAll;
    }
 
    public enum EFillModel
    {
        /// <summary>
        /// 显示图片的所有内容
        /// </summary>
        ShowAll,
        /// <summary>
        /// 使图片内容填满屏幕
        /// </summary>
        Full,
        /// <summary>
        /// 根据图片高度填充屏幕
        /// </summary>
        WithHeight,
        /// <summary>
        /// 根据图片宽度填充屏幕
        /// </summary>
        WithWidth
        
    }
 
    public enum EUpdateType
    {
        /// <summary>
        /// 只在唤醒时更新一次
        /// </summary>
        UpdateOnAwake,
        /// <summary>
        /// 再每次视口发生变化的时候更新一次
        /// </summary>
        UpdateOnViewportChanged
    }
 
    public EUpdateType TickType = EUpdateType.UpdateOnAwake;
    public SpriteInfo[] Members;
    Camera Viewport;
    float ScreenRatio;
 
    void Awake () {
        Viewport = GetComponent<Camera>();
        UpdateAll();
    }
 
    private void LateUpdate()
    {
        if (TickType != EUpdateType.UpdateOnViewportChanged) return;
        if (ScreenRatio != Viewport.aspect)
        {
            UpdateAll();
        }
    } 
 
    /// <summary>
    /// 更新所有应用屏幕适配的图片
    /// </summary>
    void UpdateAll()
    {
        for (int i = 0; i < Members.Length; i++)
        {
            AdaptSpriteRender(Members[i]);
        }
 
        ScreenRatio = Viewport.aspect;
    }
 
    /// <summary>
    /// 使sprite铺满整个屏幕
    /// </summary>
    private void AdaptSpriteRender(SpriteInfo _spriteInfo)
    {
        SpriteRenderer spriteRenderer = _spriteInfo.Value;
        Vector3 scale = spriteRenderer.transform.localScale;
        float cameraheight = Viewport.orthographicSize * 2;
        float camerawidth = cameraheight * Viewport.aspect;
        float texr = (float)spriteRenderer.sprite.texture.width / spriteRenderer.sprite.texture.height;
        float viewr = camerawidth / cameraheight;
        switch (_spriteInfo.Model)
        {
            case EFillModel.WithHeight:
                //> 根据图片高度进行填充
                scale *= cameraheight / spriteRenderer.bounds.size.y;
                break;
            case EFillModel.WithWidth:
                //> 根据图片宽度进行填充
                scale *= camerawidth / spriteRenderer.bounds.size.x;
                break;
            case EFillModel.Full: 
                //> 填满整个屏幕
                if (viewr >= texr)
                {
                    if(viewr >= 1 && texr >= 1 || texr < 1)
                        scale *= camerawidth / spriteRenderer.bounds.size.x;
                    else
                        scale *= cameraheight / spriteRenderer.bounds.size.y;
                }
                else
                {
                    if (viewr <= 1 || texr > 1)
                        scale *= cameraheight / spriteRenderer.bounds.size.y; 
                    else
                        scale *= camerawidth / spriteRenderer.bounds.size.x;
                }
                break;
            default:
                //> 在屏幕上显示图片的全部内容
                if (viewr >= texr)
                {
                    scale *= cameraheight / spriteRenderer.bounds.size.y;
                }
                else
                {
                    scale *= camerawidth / spriteRenderer.bounds.size.x;
                }
                break;
        }
        spriteRenderer.transform.localScale = scale; 
    } 
}

how to use:

1.Hang the script on Camera

2. Put the SpriteRender object that needs to be adapted to the screen in the Member queue

3. Select the update type EUpdateType and the adaptation type EFillModel.

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Origin blog.csdn.net/weixin_39114763/article/details/132862932