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FairyGUI-Unity 异形屏适配

本文中会修改到FairyGUI源代码,涉及两个文件Stage和StageCamera,需要对Unity的屏幕类了解。

在网上查找有很多的异形屏适配操作,但对于FairyGUI相关的描述操作很少,这里我贴出一下自己在实际应用中的异形屏UI适配操作。

原理

获取当前设备的屏幕安全区域并设置为UI的正常显示尺寸,通过屏幕安全区域和实际分辨率修改UI背景的位置和尺寸。注意UI在设计中将溢出处理设置为默认“可见”。

关键方法:SetXY(x,y);SetSize(width,height)

打开Stage脚本,在构造函数中找到方法:

SetSize(Screen.width, Screen.height)

通过方法可以看到默认直接设置屏幕的宽高,将其修改为屏幕安全区域的宽高,这里我做了对称处理:

var safeArea = Screen.safeArea;
int safeAreaWidth = Mathf.CeilToInt(safeArea.width - safeArea.x);
int safeAreaHeight = safeArea.height;
SetSize(safeAreaWidth, safeAreaHeight);

打开StageCamera脚本,将OnEnable方法中的默认屏幕尺寸修改为安全区域的尺寸。

OnScreenSizeChanged(Screen.width, Screen.height);

修改为:

OnScreenSizeChanged(_safeAreaWidth, _safeAreaHeight);

 将Update中的屏幕分辨率检测也一同修改为安全区域分辨率检测:

if (screenWidth != Screen.width || screenHeight != Screen.height)OnScreenSizeChanged(Screen.width, Screen.height);

修改为:

if (screenWidth != _safeAreaWidth || screenHeight != _safeAreaHeight)OnScreenSizeChanged(_safeAreaWidth, _safeAreaHeight);

之后在UI界面中,将背景的位置和大小修改为屏幕实际分辨率和安全区域外的位置。

SetXY(-Screen.safeArea.x,Screen.safeArea.y)
SetSize(Screen.width,Screen.height)

完整代码参考

Stage修改后的构造方法

/// <summary>
/// 
/// </summary>
public Stage(): base()
{_inst = this;soundVolume = 1;_updateContext = new UpdateContext();_frameGotHitTarget = -1;_touches = new TouchInfo[5];for (int i = 0; i < _touches.Length; i++)_touches[i] = new TouchInfo();bool isOSX = Application.platform == RuntimePlatform.OSXPlayer|| Application.platform == RuntimePlatform.OSXEditor;if (Application.platform == RuntimePlatform.WindowsPlayer|| Application.platform == RuntimePlatform.WindowsEditor|| isOSX)touchScreen = false;elsetouchScreen = Input.touchSupported && SystemInfo.deviceType != DeviceType.Desktop;//在PC上,是否retina屏对输入法位置,鼠标滚轮速度都有影响,但现在没发现Unity有获得的方式。仅判断是否Mac可能不够(外接显示器的情况)。所以最好自行设置。devicePixelRatio = (isOSX && Screen.dpi > 96) ? 2 : 1;_rollOutChain = new List<DisplayObject>();_rollOverChain = new List<DisplayObject>();_focusOutChain = new List<DisplayObject>();_focusInChain = new List<DisplayObject>();_focusHistory = new List<Container>();_cursors = new Dictionary<string, CursorDef>();//根据开关修改UI实际的分辨率if (GF.Main.Inst.enableSafeArea)//加一个启用安全区的开关{var safeArea = Screen.safeArea;int safeAreaWidth = Mathf.CeilToInt(safeArea.width - safeArea.x);int safeAreaHeight = Mathf.CeilToInt(safeArea.height + safeArea.y);SetSize(safeAreaWidth, safeAreaHeight);}elseSetSize(Screen.width, Screen.height);this.cachedTransform.localScale = new Vector3(StageCamera.DefaultUnitsPerPixel, StageCamera.DefaultUnitsPerPixel, StageCamera.DefaultUnitsPerPixel);StageEngine engine = GameObject.FindObjectOfType<StageEngine>();if (engine != null)UnityEngine.Object.Destroy(engine.gameObject);this.gameObject.name = "Stage";this.gameObject.layer = LayerMask.NameToLayer(StageCamera.LayerName);this.gameObject.AddComponent<StageEngine>();this.gameObject.AddComponent<UIContentScaler>();this.gameObject.SetActive(true);UnityEngine.Object.DontDestroyOnLoad(this.gameObject);EnableSound();Timers.inst.Add(5, 0, RunTextureCollector);SceneManager.sceneLoaded += SceneManager_sceneLoaded;
}

StageCamera的修改后完整代码

private Rect _safeArea;
private int _safeAreaWidth, _safeAreaHeight;
void OnEnable()
{_safeArea = Screen.safeArea;_safeAreaWidth = Mathf.CeilToInt(_safeArea.width - _safeArea.x);_safeAreaHeight = _safeArea.height;cachedTransform = this.transform;cachedCamera = this.GetComponent<Camera>();if (this.gameObject.name == Name){main = cachedCamera;isMain = true;}if (Display.displays.Length > 1 && cachedCamera.targetDisplay != 0 && cachedCamera.targetDisplay < Display.displays.Length)_display = Display.displays[cachedCamera.targetDisplay];if (_display == null){if (GF.Main.Inst.enableSafeArea)//加一个启用安全区的开关{OnScreenSizeChanged(_safeAreaWidth, _safeAreaHeight);}elseOnScreenSizeChanged(Screen.width, Screen.height);}elseOnScreenSizeChanged(_display.renderingWidth, _display.renderingHeight);
}
void Update()
{if (_display == null){if (GF.Main.Inst.enableSafeArea)//加一个启用安全区的开关{if (screenWidth != _safeAreaWidth || screenHeight != _safeAreaHeight)OnScreenSizeChanged(_safeAreaWidth, _safeAreaHeight);}else{if (screenWidth != Screen.width || screenHeight != Screen.height)OnScreenSizeChanged(Screen.width, Screen.height);}}else{if (screenWidth != _display.renderingWidth || screenHeight != _display.renderingHeight)OnScreenSizeChanged(_display.renderingWidth, _display.renderingHeight);}
}

UI界面中设置背景组件名为“_Loader_Bg”的位置和大小。注意UI在设计中将溢出处理设置为默认“可见”。

if ( _Loader_Bg != null)
{_Loader_Bg.SetXY(-Screen.safeArea.x,Screen.safeArea.y);_Loader_Bg.SetSize(Screen.width,Screen.height);
}

以上是对FairyGUI在设计横版游戏时对异形屏的适配操作,竖版游戏也是同理操作。如果对你有帮助,那就好!有问题也可以留言指出!感谢!

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