使用这个脚本的最后其实都要下面这个方法
public static Vector2 GetScreenResolution()
{
Vector2 gameViewSize;
//使用宏编译主要是为了打包的时候不会报错
#if UNITY_EDITOR
gameViewSize = GameViewSize();
#else
gameViewSize = new Vector2(Screen.currentResolution.width,
Screen.currentResolution.height) ;
#endif
return gameViewSize;
}
根据反射
using UnityEngine;
public class GetGameViewSize : MonoBehaviour
{
private void OnEnable()
{
GameViewSize();
}
#if UNITY_EDITOR
private Vector2 GameViewSize()
{
var mouseOverWindow = UnityEditor.EditorWindow.mouseOverWindow;
System.Reflection.Assembly assembly = typeof(UnityEditor.EditorWindow).Assembly;
System.Type type = assembly.GetType("UnityEditor.PlayModeView");
Vector2 size = (Vector2) type.GetMethod(
"GetMainPlayModeViewTargetSize",
System.Reflection.BindingFlags.NonPublic |
System.Reflection.BindingFlags.Static
).Invoke(mouseOverWindow, null);
return size;
}
#endif
}
这个代码经过测试能在编辑器运行,试过几次都能正确输出Game视图的尺寸。
屏幕尺寸是1920*1080,则最大化Game视图的时候尺寸和这个基本一致。
根据UI最后在有canvas的情况下,想了个方法获得屏幕的分辨率
#if UNITY_EDITOR
int canvasDisplay = RootCanvasTransform.GetComponent().targetDisplay;
float editorWidth = Display.displays[canvasDisplay].renderingWidth;
float editorHeight = Display.displays[canvasDisplay].renderingHeight;
#else
RootCanvasTransform指定那个display才能获得对应的GameView窗口 这个做法在做多屏应用的时候 应该也能获得所需canvas对应的display的分辨率 所以一个全屏扩展图片的做法是
#if UNITY_EDITOR
int canvasDisplay = RootCanvasTransform.GetComponent().targetDisplay;
float screenWidth = Display.displays[canvasDisplay].renderingWidth;
float screenHeight = Display.displays[canvasDisplay].renderingHeight;
#else
float screenWidth = Screen.currentResolution.width;
float screenHeight = Screen.currentResolution.height;
#endif
...
hangerRectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, screenWidth);
hangerRectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, screenHeight);
...