啊大大。
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meng_yao/Assets/communal/ugui.meta
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meng_yao/Assets/communal/ugui.meta
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38
meng_yao/Assets/communal/ugui/adaptive_ui.cs
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meng_yao/Assets/communal/ugui/adaptive_ui.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class adaptive_ui : MonoBehaviour
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{
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public RawImage rawImage; // 使用RawImage组件展示纹理
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public RectTransform boundaryRect; // 代表边界矩形的RectTransform
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void Start()
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{
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ScaleAndCropTexture();
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}
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void ScaleAndCropTexture()
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{
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Texture texture = rawImage.texture;
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float textureWidth = texture.width;
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float textureHeight = texture.height;
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float boundaryWidth = boundaryRect.rect.width;
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float boundaryHeight = boundaryRect.rect.height;
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// 计算缩放比例,确保较短的一边适应边界矩形
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float scaleFactor = Mathf.Max(boundaryWidth / textureWidth, boundaryHeight / textureHeight);
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// 设置缩放后的尺寸
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float newWidth = textureWidth * scaleFactor;
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float newHeight = textureHeight * scaleFactor;
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// 设置RawImage的RectTransform尺寸,使其居中并覆盖边界矩形
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rawImage.rectTransform.sizeDelta = new Vector2(newWidth, newHeight);
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// 裁剪超出的部分
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rawImage.rectTransform.anchoredPosition = Vector2.zero; // 确保居中
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}
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}
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meng_yao/Assets/communal/ugui/adaptive_ui.cs.meta
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meng_yao/Assets/communal/ugui/adaptive_ui.cs.meta
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