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- using UnityEngine;
- public class AspectUtility : MonoBehaviour {
- public float _wantedAspectRatio = 1.5f;
- public bool landscapeModeOnly = true;
- static public bool _landscapeModeOnly = true;
- static float wantedAspectRatio;
- public static Camera cam;
- public static Camera backgroundCam;
- void Awake() {
- _landscapeModeOnly = landscapeModeOnly;
- cam = Camera.allCameras[0];
- wantedAspectRatio = _wantedAspectRatio;
- SetCamera();
- }
- float resetTimer = 0f;
- private void Update() {
- resetTimer += Time.deltaTime;
- if (resetTimer > 5f) {
- resetTimer = 0f;
- SetCamera();
- }
- }
- public static void SetCamera() {
- float currentAspectRatio = 0.0f;
- if (Screen.orientation == ScreenOrientation.LandscapeRight ||
- Screen.orientation == ScreenOrientation.LandscapeLeft) {
- Debug.Log("Landscape detected...");
- currentAspectRatio = (float) Screen.width / Screen.height;
- } else {
- Debug.Log("Portrait detected...?");
- if (Screen.height > Screen.width && _landscapeModeOnly) {
- currentAspectRatio = (float) Screen.height / Screen.width;
- } else {
- currentAspectRatio = (float) Screen.width / Screen.height;
- }
- }
- // If the current aspect ratio is already approximately equal to the desired aspect ratio,
- // use a full-screen Rect (in case it was set to something else previously)
- Debug.Log("currentAspectRatio = " + currentAspectRatio + ", wantedAspectRatio = " + wantedAspectRatio);
- if ((int) (currentAspectRatio * 100) / 100.0f == (int) (wantedAspectRatio * 100) / 100.0f) {
- cam.rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f);
- if (backgroundCam) {
- Destroy(backgroundCam.gameObject);
- }
- return;
- }
- // Pillarbox
- if (currentAspectRatio > wantedAspectRatio) {
- float inset = 1.0f - wantedAspectRatio/currentAspectRatio;
- cam.rect = new Rect(inset/2, 0.0f, 1.0f-inset, 1.0f);
- }
- // Letterbox
- else {
- float inset = 1.0f - currentAspectRatio/wantedAspectRatio;
- cam.rect = new Rect(0.0f, inset/2, 1.0f, 1.0f-inset);
- }
- if (!backgroundCam) {
- // Make a new camera behind the normal camera which displays black; otherwise the unused space is undefined
- backgroundCam = new GameObject("BackgroundCam", typeof(Camera)).GetComponent<Camera>();
- backgroundCam.depth = int.MinValue;
- backgroundCam.clearFlags = CameraClearFlags.SolidColor;
- backgroundCam.backgroundColor = Color.black;
- backgroundCam.cullingMask = 0;
- }
- }
- public static int screenHeight {
- get {
- return (int) (Screen.height * cam.rect.height);
- }
- }
- public static int screenWidth {
- get {
- return (int) (Screen.width * cam.rect.width);
- }
- }
- public static int xOffset {
- get {
- return (int) (Screen.width * cam.rect.x);
- }
- }
- public static int yOffset {
- get {
- return (int) (Screen.height * cam.rect.y);
- }
- }
- public static Rect screenRect {
- get {
- return new Rect(cam.rect.x * Screen.width, cam.rect.y * Screen.height, cam.rect.width * Screen.width, cam.rect.height * Screen.height);
- }
- }
- public static Vector3 mousePosition {
- get {
- Vector3 mousePos = Input.mousePosition;
- mousePos.y -= (int) (cam.rect.y * Screen.height);
- mousePos.x -= (int) (cam.rect.x * Screen.width);
- return mousePos;
- }
- }
- public static Vector2 guiMousePosition {
- get {
- Vector2 mousePos = Event.current.mousePosition;
- mousePos.y = Mathf.Clamp(mousePos.y, cam.rect.y * Screen.height, cam.rect.y * Screen.height + cam.rect.height * Screen.height);
- mousePos.x = Mathf.Clamp(mousePos.x, cam.rect.x * Screen.width, cam.rect.x * Screen.width + cam.rect.width * Screen.width);
- return mousePos;
- }
- }
- }
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